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Josh

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Blog Comments posted by Josh

  1. I have thought about this, and I favor making things detailed and explicit. There are reasons for having an entity that does not get recognized by the editor. The little widgets for moving and rotating selected objects are entities, but they don't appear in the scene tree. Neither do the viewport cameras, or the scene grid mesh.

    The SceneObject object gets stored in the entity "extra" member, which is just a shared_ptr<Object>, so it can be retrieve if you have the entity.

  2. There's quite a lot of options. Blender or 3ds max won't load DDS or KTX textures, so you want to consider whether your models should be editable after they are saved. However, you can always load a GLB with KTX or DDS textures in Ultra Engine and resave it in the exploded GLTF format, with textures saved as PNG files for editing in a modeling program.

    .glb with KTX2 textures is going to provide the fastest loading time and the smallest file size, by a lot.

    Image1.thumb.jpg.f9a149d443f1066df4e4c37b6aaf1149.jpg

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  3. 3 minutes ago, Marcousik said:

    Does that mean I can build a level out of for example 50 csgs  and save the entire complex level in one glTF model ? If yes will this collapse the meshes?

    Leadwerks does this automatically when a scene is loaded.

    I probably would leave all objects as separate objects when exporting a glTF.

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  4. 3 minutes ago, Genebris said:

    I actually always had 100% GPU with Leadwerks.

    I think you are mistaken. There was an update to WIndows 10 a while back that made the GPU utilization value stop working. I had to use GPU-Z to get accurate numbers for my paper. I also tried OCAT, but the tool itself caused a significant performance drop when it was enabled, so I could not get meaningful numbers out of it.

  5. 6 hours ago, Polyák Kristóf said:

    Can you post some comparisons to Unreal?

    Recently switched from unity because of the perofrmance, courious how it stacks up.

    Yes, I plan to investigate this as well. Right now I am focusing on Unity because in the real world I meet about one Unreal developer for every 20 Unity developers.

  6. Just now, Genebris said:

    That's crazy numbers Josh! Is this lighting test with realtime shadows also?

    Shadows are enabled in all engines. I discovered during the creation of these that Unity actually does no shadow map caching at all. It redraws all shadows, every single frame. However, if I move all the lights each frame to trigger a shadow update, the Ultra Engine build is still much faster.

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  7. 4 hours ago, Yue said:

    Will it support fbx formats and which versions?

    The editor can be configured to automatically run an external converter when a new file is detected (like Leadwerks does with the FBX2GMF converter now). By default I plan to include Facebook's FBX to GLTF converter, so any time an FBX file is found or updated, it will be automatically converted into a GLTF file.

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