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Posts posted by DerRidda
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I'm not (yet) using FlowGUI myself, just some of the recently published Winter Game Jam games use it and all have this behavior when I try to play them, as well as your own games in the workshop. Like this one http://www.leadwerks.com/werkspace/topic/11662-space-runner/ and this one http://www.leadwerks.com/werkspace/topic/11665-crazy-auto-present-dash/
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I have been thinking about that myself and while I haven't tried anything yet I had the following idea.
Every time you are ready to play a walk sound, you make a pick from the player controller to the ground, set for scene collision and use GetMaterial to get its material. http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entitygetmaterial-r127
Each material will need to be associated with the according walk sound in a table or something though and a default for stuff that isn't associated.
It should be fast enough, as you only play walk sounds every couple of seconds anyway. The one problem I could imagine is that getting the material of collapsed scenery won't work but I'm not sure about that.
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http://www.phoronix.com/scan.php?page=article&item=metro-redux-22gpus&num=1
This is a Linux benchmark of the Metro Redux games which use OpenGL 4.0 but Windows results probably wouldn't be far off if they used OpenGL there as well, at least for Nvidia they wouldn't be as they share a lot of their driver codebase across platforms.
As a reference the AMD Radeon R9 290 plays roughly in the same ballpark as the Nvidia GTX 970, just a bit under it as far as DirectX benchmarks are concerned.
As you can see, it's not even close and this looks like a massive regression. If any of you are surprised why you can't even start Leadwerks on Windows with AMD's OpenGL DLL from any driver newer than 14.9, these results should be telling.
AMD needs a nuclear kick in the pants as far as their driver quality is concerned especially in the OpenGL department.
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Well, before going overkill, some duckduckgo-ing has revealed that turning off PhysX (setting it to CPU) in the Nvidia driver settings has solved a similar issue for other games.
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That's a toughy. Nobody else is reporting Nvidia specific issues so far, I myself did use a GTX 650 Ti until recently and just upgraded to a GTX 970 without any critical issues but that's on Linux.
The last difference between that benchmark and Leadwerks is that Leadwerks uses OpenGL 4 while the benchmark is on 3.2 so if your problem happens in one extension that only exists in 4.0 or newer you wouldn't see that. Could you upload your test map, preferably with the project you are using for it as well?
My suggestion would be to completely remove the Nvidia driver in Windows' safe mode with the best driver removable tool you can find and then cleanly reinstall it.
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What driver version are you running? Could be that the one you are using has some OpenGL issues. All the games you are comparing it with use Direct3D, so it's apples to oranges here. If you have Wolfenstein: The New Order or Rage try those, they use OpenGL as well.
If you have neither of those try downloading any version of the free Unigine benchmark and let it run with the renderer set to OpenGL. This one for example: https://unigine.com/products/valley/download/
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Nope, that password field is always there you don't need to enter anything there. The drop down menu above the password field has the beta branch which you simply need to select.
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I personally found that the Leadwerks editor greatly diminishes my performance when running the games from there but that's on Linux.
What performance do you see when you run it straight from the executable while the editor isn't running?
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Some detailed system information would be nice and also check if there is something in ~/.leadwerks/leadwerks.log
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Well, then this probably is an implementation issue.
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Have you tried playing with SetPhysicsDetail()? http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/world/worldsetphysicsdetail-r785
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Could anyone test this on Windows and tell me what they are seeing?
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You are officially excused.
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I think this is harder to cleanly do than it might seem at first glance. It's probably easy enough to figure out which assets are currently used in a map and on entities but that doesn't give you the whole picture. At any given time you could be loading a new asset through code and it might not always be evident which assets those are before runtime.
For example: You make an RPG with player-selectable avatars but you have a lot of them pre-made and maybe you want to allow the player to use their own images as well so hard coding each and every single one would be silly. Instead you iterate through each file in your player_avatars directory, check to see if it is valid and then use those.
Now, how would an export option ever know that you are actually using these files in your project?
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Out of curiosity: What happens if you jump into App.lua of the MyGame demo project and change the start.map to any of the non-working example maps and simply run the MyGame executable?
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You can only make games for windows, support for other platforms was dropped due to not enough demand.
Windows and Linux.
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The old "CSG geometry without either a script or mass attached gets 'collapsed' into nothingness" behavior has bit you in the arse, welcome to the club, I can still feel where it bit me.
Either add a mass or a script (a blank one is fine) to the CSG in question and you will be fine.
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Try the Intel drivers linked here and see if that helps. http://www.leadwerks.com/werkspace/page/drivers
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Have you tried the specific Intel drivers linked here? http://www.leadwerks.com/werkspace/page/drivers
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The constant for Key.ControlKey is 17, same as Key.RControlKey.
But when I actually press the ControlKey it is 162 and the right one is 163.
Which of course means that if I poll for the named constants it doesn't register when I actually press those keys.
This is on Linux, so there is a chance this issue is specific to your input implementation on Linux.
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This is a pet peeve of mine. Working with many web browser tabs of the documentation open is hard because I can't tell which tab contains which subject because all pages on leadwerks.com have "Leadwerks Game Engine" in the beginning of their title.
Even at maximum tab width I can only see "Leadwerks Game En". At the very least the documentation pages should state the subject they are about first. For example the current title for the LensFlare doc page is "Leadwerks Game Engine - LensFlare - Documentation - Documentation - Leadwerks"* after this minor improvement it should read "LensFlare - Leadwerks Game Engine - Documentation - Documentation - Leadwerks" making it possible to differentiate tabs at first glance.
*This is a really messy title either way if you were to clean the titling up even more I'd suggest going for something like "LensFlare - Documentation - Leadwerks Game Engine".
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Also also: Forgot to say that this is the beta and I'm expecting the actual in-editor browser to pop up.
What's the biggest development challenge you face?
in General Discussion
Posted
I think the answer to this almost 50/50 split is: