Mediecross Android Port


Hi people.

I'm currently reworking the 3D models of the Mediecross minigame with made for the tigsource.com [AGBIC] contest.

An Android port of this game is currently in progress, but the PC version's geometry is a bit overweight for a standard Android phone (even if it works quite smoothly, according to the first tests that Emmanuel made on his HTC Desire !)

Here's a WIP of the low polygon version of the assets used in the game. You might notice that it's not THAT low, actually, but the OpenGL port of GameSart to Android seems to handle large geometry sets quite well, so, why bother ?

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As a base of comparison, here's below a screenshot of the original models used in the PC version. I'm almost ashamed to show these, as it's really dirty :D

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At this point, I'm not quite sure if I'll make a complete baking of the original meshes onto the lowpoly ones, but it's probably what will happen eventually.

I'll keep you posted.

Emmanuel Julien's picture

Damn nice!

Yes, well. I've finished most of the deferred renderer for OpenGL ES 2.0 devices and right now this won't be a viable solution. At least not on devices like mine (HTC Desire) with a large resolution. The GPU simply cannot handle the multiple passes required due to the lack of support for MRTs and (moderately) complex pixel shaders.

I am quickly hacking a classic 'everything but that one pixel over there is baked' forward renderer to verify my theory which is that, at this point, shader support on mobile GPU is equivalent to that of the desktop in 2003-2004. You can have that one "Wow!-effect" surface in a part of your level but writing a full shader-based pipeline is not going to cut it.

Then again... I'm working with PC assets: triangle count in the tens of thousand and 512x512 textures at best so what do I know? :)

I'll write a blog post and explain my results later on.

François Gutherz's picture

Ok, 'tried to redo the meshes with even less polygons & a singe texture (diffuse only, no more spec map or normal map).

I'm too tired to export it tonight so I'm just posting a screenshot.
Let me know what you think about that.

I feel it could look more more pretty with a dedicated diffuse map per object, but I'm not sure I'll be brave enough to do that.

Let's try with this meshes, first, and see how it turns out :)

lowpoly

nuverian's picture

Even if the post is a lot months earlier, I wonder how *did things go on this if you want to share?

Mr.Admin's picture

Sure thing :).

The deferred path is still too much to handle, even for high-end mobile phones (eg. Galaxy S2).

However, the EGL renderer forward rendering path gives very good results. Mediecross with lightweight assets still reaches 40k triangle/frame so it is still very heavy for a mobile phone as every material is normal mapped and there are 2 dynamic lights ingame. But it is running around 20fps at native resolution. I think that with a bit of work it can be made to run decently on most OpenGL ES 2.0 devices. Right now it is still the PC version with a reduced triangle load.

François's latest project (Cosmic Lander) however runs 60fps on the S2 on most levels so far using unmodified PC data. The triangle count, texture size and material complexity are much lower than in Mediecross so that makes a big difference out of the box.

I should be able to include preliminary Android support during the next two months.

François Gutherz's picture

Mediecross with lightweight assets still reaches 40k triangle/frame so it is still very heavy for a mobile phone

I checked this morning, and it seems that the current revision of the "Mediecross Mobile" repo doesn't use the latest lowpoly assets I've done. These stripped down assets are probably only available as .MAX files, at the moment :(

Shall I re-open it and try to re-export everything and make it look like a real low-poly game?

Mr.Admin's picture

If the assets are done and merely need to be reexported then that could be nice :).

nuverian's picture

Nice. Thanks for the info..Good to know :-)