Jump to content

Josh

Staff
  • Posts

    23,354
  • Joined

  • Last visited

Posts posted by Josh

  1. Occlusion culling works on an octree level, and goes down to individual lights, since they are relatively expensive to render and not instanced. It's quite efficient, and turned on by default. You should not enable it for each entity, because that will actually be slower.

     

    In that section of the map I get about ten lights rendered. If you select the lights in the editor you can see there are a lot of light volumes there. In this map we used a lot of wide-angle spotlights which was probably not the best choice for optimization. You'd actually get better results using point lights, even though they require 6 renders each update:

    post-1-0-82574700-1395444881_thumb.png

     

    (Occasionally, the occlusion culling will "fail" and for one frame more geometry will be drawn. This isn't actually a mistake, it's just that the results from the last render are considered too old, and it's re-testing the octree hierarchy to make sure nothing became visible.)

  2. That's normal for cascaded shadow maps. They can only cover so much distance. If you turn the light quality settings up, the shadows will use more stages. You can do this with the World:SetLightQuality() command (give it 0, 1, or 2). This can also be set in the editor options (but that setting does not affect your game).

  3. I think -entity:GetOmega() * entity:GetMass() * brakepower will do it, where brakepower is between 0 and 1. Maybe an easier way is to just set the omega (without the mass).

     

    If you do use AddTorque() make sure you do it in the physics script function.

    • Upvote 1
  4. At first I thought "holy **** they are going thermonuclear". But now I am wondering whether this is really something a company in a position of strength does, and how long they can afford to keep this up. Releasing the source brings back memories of Garage Games...

     

    Feel free to continue this discussion on the respective forums for either of these products.

    • Upvote 1
  5. Our file system actually can read zip archives and treats them as a file system. This is how games are deployed. It's an unofficial feature, but you just call Package::Load( zipname ) and it automatically creates a virtual file system the file read commands work with,

    • Upvote 1
×
×
  • Create New...