Genesys System/Framework Collaboration

Hi Flax it Up Members! Also a big thanks to Flax itself for continued development and giving us a great option for developing dreams.

I don’t want to make this post a huge technical doc but when asking for collaboration…teaming up…enough details need to be presented
so that it is not some 6mo idea that collapses because of something being, difficult, or the engine not ready. At this point Flax 1.5+ is ready in my opinion.

Sorry…no TLDR here. TLDR would in fact be a serious issue in something like this in any case.

The purpose of this collaboration is in two layers. Layer 1 is the System/Framework and Layer 2 is the actual Game. Layer 2 is fairly simple if Layer 1 is done correctly.
With Layer 1 built correctly it will adapt to a great many ideas that we can make our own fun stuff with. I know about the Arizona Framework but this system is decent but
incomplete in its structure to make an actual Layer 1 system. It has great ideas that can be expanded upon. I would like to build upon this idea but close the loop.

Layer 2 designs can be thought of as games or simulated 3D environments that can be moved around in with 3D Characters in simulated AI (think Bethesda’s Radiant AI as example)

I am going to do this in any case but having good people involved working together learning is in my opinion the best experience. Is this a challenge? Sure. Is it possible?
Abosuletly 100%. I have done it already and Flax Engine has almost everything needed now to see it to the end.

If interested in the below please PM me here. I can give you my email and have a chat in Skype or Discord (If there is interest I will make a new Discord for this). Basically
a place to chat and post screen clips and such. I really don’t want to clutter these forums with screen clips. This is much more suited for Discord.

This will be fun, frustrating, and a great experience. All experience levels are welcome too.

This sounds like a really exciting initiative! I particularly like the focus on building a reusable foundation (Layer 1) that can be applied to various projects. Building upon the concepts from the Arizona Framework and leveraging Flax 1.5+ capabilities has a lot of potential.

Updated for Flax 1.9+

Not really looking for a collaboration for this but not against it either. There is a lot here and giving it to some rando from the internet is a no go for me. Has to be some developed trust.

I have been heavy testing (full rebuild test like I did with v1.6 and post my results and more this time) in Flax v1.9 and I think I can finally say that I am fully vested into Flax. It does everything needed for a great 3D Entertainment/Survival experience. Sure there are some things it lacks polish on but all in all this engine performs well.

At the end of the day it needs to be as reliable and robust as the Bioware Aurora Engine (NWN1) and I feel it is there. Hopefully Wojtek will get the units converted to meters but currently the scaler functions work well enough.

Just an honest update that has been a long time coming.
Cheers
O.

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Good luck, Flax really does deserve a massive step pushing it into the limelight. Thing is awesome.

So it is restarted

Still chugging along. Some major updates and with the recent release of Flax 1.10 I will migrate the project to see what happens. :smiley:

The framework is almost complete. Including the big ones!!

  • Math and Interpolations work flawlessly. All done in C#.

  • Integrated Genesys Events with Flax’s excellent async event systems. Appropriate hand offs are 25ms, 50ms, and 1,000ms. Scripted objects listen for these events and handle individual needs dynamically and appropriately with the oArea (scene manager).

  • Olander’s Database Flax Version working perfectly. This is a DotNET MSDN based text database that has an encrypted option. I had to do some minor changes from the Unity version I made for Flax but all in all it works flawlessly. This is very different concept than the SQL style databases in that anything can have a database with configurations and data. Much more like the current use of XML and JSON but with much easier formatting and reading. Super fast too.

  • Realistic Weather Simulation (fully adapted and improved Olander’s Realistic Weather from Unity). This includes full climates, seasons in those climates, vegetation changes per season, rain and snow collision dynamics. Very good performance in Flax too. Does not use volumetric clouds but from the ground look amazing. For those intrigued, the weather looks a lot like Skyrim SE/AE’s Wander Weather (Nexusmods) and Simple Lighting Overhaul (Nexusmods) when playing in Flax. In Flax interior and exterior cells are in the same scene space. When going indoors the lighting reacts without the need for volume overrides like in UE4. Flax handles this amazingly well.

  • Interior Rendering Spheres. When the player camera gets close to these spheres of influence they will render in things that are within that influence address. Think of the interior furnishings and walls of buildings. This means all of the interiors can be safely part of the scene and rendered in as needed. Currently investigating the ability to spawn (load) a collection of prefabs then configure them by data table. Flax can do this, but I have not solved this puzzle yet.

  • Modular Clothing system similar to NWN1 or Skyrim (less Fallout 4 or Starfield). I need to return to changing the base body mesh though…learning through dev experience here. Mostly in how the arms and UV integrate into the body for animations then morphs (Blendshapes) adding into the mesh and clothing. So far my design theory of 150,000 poly budget per character gives us ~60 animated characters in visual range of the camera. Flax handles this. Skeleton bones are Standard Mocap for performance with Cascadeur handling all animations and exports.

  • Dynamic Node Navigation. It uses the nav mesh but tile nodes give a much better and performance based navigation system. Those familiar with NWN1 in how Bioware did AI navigation with their tile based tooleset. Especially in the later HoTU version when Georg Zeller add the additional nav nodes. NWN2 used the modern concept of NavMesh which worked but was a real pain to work with. Genesys DNN uses a hybrid engine generated nav mesh but uses nodes to get path finding in an array (128 is limit currently). This means AI can find paths with little trouble across large landscapes. No performance issue.

  • Psuedo VR working perfectly. This is more ArchViz meaning VR style rendering without the VR headset. Something I designed in Unity in 2014 to work on 27 and 32 HD1080p systems @60 fps (VR needs 90fps and has other difficult issues.). What this means is Virtual Entertaiment, hybrid game and adventuring. Some movies have given us some good examples of this…ie 2047: Virtual Revolution…is almost exactly the idea.

  • I have been testing all meshes and textures in UE5.4 (trying UE5.5 but finding some issues. UE5.4 is super stable) prior to Flax. This gives me 100% knowledge if there are mesh import issues and project size issues with an apples to apples test on the same computer. Flax is proving reliable so less and less UE4/5 work is needed…99% confidence in Flax now.

  • 3D art being adjusted and updated for the latest Genesys Dynamic Rendering explained above. This is a huge task but worth it in the end. Very easy to drag prefabs into a template scene builder then save this as a database. Attach this database to the same type in the scene and the system renders/loads it as needed. It is important that all objects/actors follow a design standard which I have but most need updating.

In any case. That is the big chunk Flax update.
Cheers,
O.

This post was flagged by the community and is temporarily hidden.

I guess there is no allowance of collaboration in this Community any longer. The second post was flagged as spam. I don’t do spam.

I guess I will not offer opportunity to the Flax Community. Irritating Flax Forum/Community behavior.