Stranded III Dev. Blog - Comments
1,796 replies13.11.16 10:25:52 pm
Dust screenshot - the sun is too photorealistic 
And the beach's ground looks too empty. Some coconut shell stripes, dead leaves and loose grass is something I've never seen in a video game. Everybody seems to think that green grass is the only prop you can cover ground with.

And the beach's ground looks too empty. Some coconut shell stripes, dead leaves and loose grass is something I've never seen in a video game. Everybody seems to think that green grass is the only prop you can cover ground with.
it looks so gorgeous man!
it really is Stranded 2 better than ever before; needless to say im very impressed, and excited to see where this goes.
it really is Stranded 2 better than ever before; needless to say im very impressed, and excited to see where this goes.
Everything looks beautiful, but in the evening the dirt is too brown.I guess you have not prepared texture.

Those hand draw textures are amazing ! It looks like SII 

Arent they just?
its Stranded II better than ever; im very excited to see where this goes... makes me want to play S2 again; but obviously the lack of shadows & hi quality models & textures put me off somewhat


makes me want to play S2 again; but obviously the lack of shadows & hi quality models & textures put me off somewhat 

The fun is in modding and improving the game towards realism

@
YuriNikolai:
Yes but... again... Shadows... The Stranded 2 engine was never really built to have shadows; and only someone who knows their way around a shading engine can really do that... aka: i cant render shadows, and as far as i can tell, nor have many others.

Yes but... again... Shadows... The Stranded 2 engine was never really built to have shadows; and only someone who knows their way around a shading engine can really do that... aka: i cant render shadows, and as far as i can tell, nor have many others.
Aren’t those daylight-shadows too dark? A few more trees and it’s dark as night in the jungle. Is the ground under a tree as dark as in the night?, because it should be way brighter. Beside from realism, I like games with a bright, joyful atmosphere
The night is long enough for darkness
I really love the atmosphere of the dusk and also of the dawn! And the Comic-Style! Especially the texture of the trunk of the beach-palm-tree. The other palm tree isn’t final, right?
Anyway, good job, keep it up!


I really love the atmosphere of the dusk and also of the dawn! And the Comic-Style! Especially the texture of the trunk of the beach-palm-tree. The other palm tree isn’t final, right?
Anyway, good job, keep it up!
Truth is not an opinion.
why are you working all alone, im sure there are many people who would like to work with you
come 1n1 skype
@
Black Wolf: Because he has everything in-depth with the Stranded III development and people (maybe not all?) would expect him to pay for the work they're doing. This is his own decision.


This is pretty impressive. Great job.
Maybe I should simply steal some of those models for Stranded III and save hours of work...
btw: from where did you get those textures? Are they free to use?
Maybe I should simply steal some of those models for Stranded III and save hours of work...
btw: from where did you get those textures? Are they free to use?
(from here)
What about your plans?

(especially since - and I now it's really evil - I never finished that damn update of SII


I'm actually working on Stranded III now with highest priority even though I said that I planned to release the next CC update first.
@
Mc Leaf: im still waiting on that
havent seen anything from you in ages; any thought in continuing it?


havent seen anything from you in ages; any thought in continuing it?
I literally have no idea of what you guys are talking about, still, SIII is looking great so far.
ignore my previous names
While I know that I have been silent for pretty much the entirety of the creation of this project. I just want to say DC that I watch with intent interest, and many of my family members who loved Stranded 2 also watch with interest as you release your updates. Every step you get closer to releasing an alpha seems like a day closer to Christmas for our family.
View my models! Also, check out the realistic hunting and rotting meat system in my mod.
Lion_Hearted's Mod

@
DC: I read it somewhere that the Lua binding for C# was somewhat slow, so that you decided to use MoonSharp instead.
I was testing MoonSharp on Unity because I was curious if it was a good idea to use it on CS2D Overhaul too, then I used this Lua script.
Which measures how much time does it take doing 200000000 assignations, re-adjusting that value to get how many assignations can it do in a second.
(Note that this results are the ones I got on a Intel Core i3-3240 processor)
So, I even had to adjust the amount of values to assign on MoonSharp's test to a smaller value because the process literally froze.
The ratio I calculated with that is, Lua 5.1 is 147-182 times faster than MoonSharp, and LuaJIT 17-20 times faster than Lua 5.1 (then LuaJIT is about 2500-2600 times faster than MoonSharp).
I know that switching into another Lua engine means changing too many things, but do you think there are other possibilities to programming the game at part from MoonSharp?
Space Engineers uses something to let it use C# programming within itself. This could be a possibility as a secondary programming language.
Edit: I found this small article which implements runtime compilation and execution of C# code.

I was testing MoonSharp on Unity because I was curious if it was a good idea to use it on CS2D Overhaul too, then I used this Lua script.
Code:
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local n = os.clock()
local ticks = 200000000
for i = 1, ticks do
end
local t = os.clock() - n
print('ticks: ' .. (ticks / t ) .. ' real ticks: ' .. ticks .. ' in ' .. (t * 1000) .. ' ms')
local ticks = 200000000
for i = 1, ticks do
end
local t = os.clock() - n
print('ticks: ' .. (ticks / t ) .. ' real ticks: ' .. ticks .. ' in ' .. (t * 1000) .. ' ms')
Which measures how much time does it take doing 200000000 assignations, re-adjusting that value to get how many assignations can it do in a second.
(Note that this results are the ones I got on a Intel Core i3-3240 processor)
Quote:
ticks: 161681487.46968 real ticks: 200000000 in 1237 ms (in Lua 5.1)
ticks: 2857142857.1429 real ticks: 200000000 in 70 ms (in LuaJIT)
ticks: 1095757.83927073 real ticks: 1000000 in 912.6104 ms (in MoonSharp)
ticks: 2857142857.1429 real ticks: 200000000 in 70 ms (in LuaJIT)
ticks: 1095757.83927073 real ticks: 1000000 in 912.6104 ms (in MoonSharp)
So, I even had to adjust the amount of values to assign on MoonSharp's test to a smaller value because the process literally froze.
The ratio I calculated with that is, Lua 5.1 is 147-182 times faster than MoonSharp, and LuaJIT 17-20 times faster than Lua 5.1 (then LuaJIT is about 2500-2600 times faster than MoonSharp).
I know that switching into another Lua engine means changing too many things, but do you think there are other possibilities to programming the game at part from MoonSharp?
Space Engineers uses something to let it use C# programming within itself. This could be a possibility as a secondary programming language.
Edit: I found this small article which implements runtime compilation and execution of C# code.
edited 1×, last 01.01.17 12:27:51 am
@
Starkkz: Your test doesn't cover a very crucial thing: The communication between C# and Lua. I mean like passing values from C# to Lua scripts or calling C# functions in your Lua scripts.
Also it's still like 1000 times faster (random number, didn't test) than Stranded II script I guess. I don't see performance issues there.
I did however consider already to use C# for modding. I know that executing arbitrary C# code at runtime is possible. I didn't research this topic in depth though. Therefore I'm not sure if it's possible to do secure sand boxing so users aren't able to mess around with system stuff and the file system etc.

Also it's still like 1000 times faster (random number, didn't test) than Stranded II script I guess. I don't see performance issues there.
I did however consider already to use C# for modding. I know that executing arbitrary C# code at runtime is possible. I didn't research this topic in depth though. Therefore I'm not sure if it's possible to do secure sand boxing so users aren't able to mess around with system stuff and the file system etc.

The communication between C# and Lua.
That's what Moonsharp focuses on as they say themselves.
What about NLua? Did you consider it? It seems to run original binaries inside own internal VM.