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Paul Thomas

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Posts posted by Paul Thomas

  1. Can you rephrase that question? I don't follow.

     

    I believe he was asking if it's a percentage of the purchase ($20) that is taken or if the percentage is added to the $20 USD as a new total. In which case the answer would be that the percentage of the $20 USD is taken and not added to the $20 USD price. Though I imagine if someone really wanted $20 for each asset they could add the percentage to the total themselves when posting it up at the store.

  2. Yes, I've tested the two in speed, and it wasn't enough of a speed difference to be worried about. No, I didn't post it up anywhere, I refrain from posting random BS *cough*, but you can easily Google benchmark tests of BMX vs various languages. I wasn't going against your newest decision to use Fortran, I was going against your misinformation about BMX speed, especially when it's used properly. I think instead of worrying yourself over language speeds you should worry about your project(s) and progressing with it/them.

  3. while BlitzMax is around 250% slower than C++

    LMAO, BMX is not 250% slower than C++. You may think so, or want it to be so, but it is not. BMX is virtually as fast as C++. BMX's performance with maths and loops is on par with, and up to equal to C++ performance.

  4. It was always officially supported. If you mean with LE3, then I would believe so.

     

    Not all BMX coders stick with BMX. I program with multiple languages, including C++ and C#. When it comes to LE though, I find it far more enjoyable to work with BMX, with it's simplicities and syntax style. It's great to see that BMX is getting an official forum home for LE3.

  5. Wow, this whole thread seems like a slap in the face to anyone who uses BlitzMax, which is probably 30% (if not more) of your customer base. I'd also be as bold to say that most of the projects presented here that are even worth mentioning are written with BMax by BMax users. Are you saying BMax users will have to use a forum over at BlitzBasic for LE related topics? How does that make any sense at all, beyond trying to hide the fact that LE uses BlitzMax in any shape or form? Either what was written was mistyped or I'm misreading what is written.

     

    Also, one of the main objectives seems to be selling source licenses, correct? From the start the licensee's are going to see how everything was written in C++ but the editor was written in a language that isn't even listed on the website, and apparently, has no forum category either. Wouldn't that be a bit odd?

     

    As a side note, I thought it was a "plus" to advertise an engine that supports so many languages, and it's understood that you could only "officially" support so many, but since you're using BMax for the editor, that tells me it's officially supported. Whether it's admitted openly or not, the editor keeps up with the engine, and therefore the "BMax include file" would be consistently kept up-to-date. Unless you eventually have plans to rewrite the editor in another language, like C++ or C#? If so, wouldn't that also mean that support for BlitzMax is no longer "officially" supported?

  6. In Marley's example it is only a single model being loaded and deleted. However, as he's reporting, not all of the LOD's are being free'd, which is opposite of what is expected, and is a bug that needs to be investigated. It's basically memory leaking. As you'd have LOD's still within memory and no way to actually access them and they're never free'd (until the application is terminated, which has to be tested too, but it should be).

  7. I think lumooja secretly wants physx and he is trying to use reverse psychology. :)

    lol

     

    Havok is great, Bullet is great, PhysX is great. Just have to decide what's best for LE unless you take the time to allow customers to use either one of the libraries of their choice. Never a bad idea just would take a lot more work. Worth it? Don't know. I can't name off too many engines, if at all, that support all three dominating physics libraries and it would be for a reason.

     

    Good luck in the decision and implementation, Josh.

  8. and PhysX is stagnating and perhaps also getting slower.

    Based on what? Personal preference, and 'stats,' should remain out of this discussion. It's why I'm pasting quotes from other sites (mostly the PhysX website/dev website or Wiki), not my personal opinions, or self-made facts.

     

    It seems it's between Bullet and PhysX, which is great. I don't mind either but I would never sit here and bash one with false information because I prefer the other.

  9. I don't think the PhysX SDK is available for download for iOS. I can only get Windows and OSX versions from the dev site.

    I think it's part of the SDK but you could contact them to be certain.

     

    NVIDIA PhysX SDK 2.x (PhysX Software Development Kit, versions 2.3.0 - 2.8.4) - physics simulation engine, currently owned and developed by NVIDIA. Supplementary tools like DCC plug-ins, profilers and debugging applications are included.

     

    Supported plaforms: Windows, Linux, Mac OS X, Xbox 360, PS3, Wii and iOS.

     

    PhysX SDK is widely adopted by developers - over 270 released games are using it to simulate in-game physics, also PhysX is integrated into Unreal Engine 3, Unity 3D, Gamebryo and others game engines.

  10. NVIDIA PhysX provides game physics solutions for a variety of platforms including PC, in both software and GPU hardware-accelerated confugurations, OSX, Linux, all current major game consoles (PS3, Xbox 360, and Wii), and key mobile computing platforms.

     

    Operating systems: Windows 7, Windows Vista, Windows XP, Mac OS X, Linux (not GPU accelerated), Wii, PlayStation 3, Xbox 360

     

    Nvidia APEX PhysX technology is a multi-platform scalable dynamics framework first introduced in the Mafia II PC video game in August 2010. NVIDIA's APEX PhysX physics modeling engine adds the following features: APEX Destruction, APEX Clothing, APEX Vegetation, and APEX Turbulence.

  11. That's because they did the fracturing incorrectly. Once it's properly setup it wouldn't float or do anything else weird visually. You can also change the slices of how it's fractured, but yeah, it stays that way once it's fractured. The fracturing is automated based on parameters and then you can individually edit how the mesh is sliced and which piece should remain static (to act as a frame). That is UDK fracture mesh editing though. Technically there isn't anything stopping you from taking the same mesh, copy it, fracture the copy, and repeat. Upon map load, swap out the fractured mesh with an object list array, which can be done via script or kismet, and spawn/load the mesh selected from random.

     

    If you wanted to take it to those lengths. Automatically fracturing the mesh so it's truly random on a single mesh to be fractured wouldn't come out with accurate results anyway, especially if where you're placing the mesh requires a custom frame, like the middle of a wall. How Source does it is extremely cheap and comes out with worse results compared (and more art work involved).

     

    Not sure about any other engines that provide the 'feature.'

  12. Looks fantastic, very nice environment, and I like the logo design. Keep up the great work. I look forward to seeing more updates/progress :)

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