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    3D modeling (Blender), Level Design, Animating

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    by Friedrich Betz "Slastraf Horror" is a horror game inspired by slender and other "modern horror stories". This game is right now in pre-alpha and you can get it for free. Features: Open world horror First person Copyright/Attribution Notice: music by Alexandr Zhelanov, https://soundcloud.com/alexandr-zhelanov" Slastraf Horror 1 Leadwerks_1080p.mp4
  2. The space behind the screenshot is black. Maybe there is no camera or anything to render above the "last" postrender ?
  3. You wont be able to access the surface in a normal model
  4. Hmmm. I cant tell for sure but copy seems to make it lag even less than Instantiate.
  5. That would be doable if copy takes a long time. For now the Idea is to copy it and iterate over vertices for every new chunk and hide out of bound ones.
  6. I was very happy with performance of Instance. Does Copy have similar performance ?
  7. Here another screenshot without the block. The hole in the middle should only generate 3 times, as the other times the offset for this position is 0. But it is there on every chunk.
  8. I Instantiate a loaded model like this worldGenerator->terrainChunk = Model::Load("Models/terrain_Plane.mdl"); ... c->chunkModel = (Model*)terrainChunk->Instance(); then I applied some previously tested code on the surface of the model like this: Surface* surface = c->chunkModel->GetSurface(0); for(int i = 0; i<surface->CountVertices(); i++) { Vec3 xy = surface->GetVertexPosition(i); float height = (rand()%(3)); if(i==surface->CountVertices()*0.5) {
  9. Most .mdl files have a hierarchy similar to this STATIC_MESH (< no surface) - OBJECT THING (< with surface) The surface count in the latter case will be zero, even if there is a surface in the OBJECT THING The workaround is to collapse the whole thing in the model editor. It would be nice if getsurface will check the first child for surface too if the top level doesn't have one because it is exported like this in most modeling software.
  10. I generate new vertices, traingles for every new mesh completely new. Agreeably this takes long. To copy it over and iterate all verts to put them on the generated position could be much faster. The chunks don't have that many verts so it takes less than a few frames. How to access mesh information ?
  11. I have coded a basic terrain generator which takes a perlin noise and builds a mesh from that. The problem is this is an expensive task for real time. So I put the whole function which calculates the chunks in a second thread which is handled in the game loop. This has not helped much with the performance, as I am using Leadwerks functions inside the thread which still accesses the game world and makes it freeze for a split second. Is there any way to calculate the mesh in a different thread and then "load" it into the world ? An explanatory video below. Thanks LE.mp4
  12. I cant wait and implement my own infinite perlin noise based terrain in c++. The blog is coming, need to just finish up some AI stuff and then can write about the prototype.
  13. That pointed me in the right direction. I made everything into one model, it still lagged, then I also made only one surface and then I got acceptable performance. Still it should not lag in the first place. The code looks like this and now I can proceed. void generateTest(){ // std::random_device rd; // std::uint32_t seed = rd(); //const siv::PerlinNoise perlin(seed); Surface* surface = NULL; Model* model = NULL; model = Model::Create(); model->SetColor(1.0, 0.0, 1.0); surface = model->AddSurface(); for(int i = 0; i<1000; i++) {
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