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  1. I recall you being on a 1050ti and I also use that card for my development machine and I think it only has 2GB if VRAM. Yeah, a better card means it can do more things at once, but if your game is capped at 60hz, other engine is only going to go that fast. Due to how the renderer is set up, things will cull based on the speed of the app. Again, I would just set vsync off by default and put a higher frame rate as the second parameter in your sync call so the game will not fluctuate in speed too much. If you do 120fps and the game goes to 90fps; you'll barely notice it compared to 300 to 9
  2. View this video Description I pretty much took my base player code and added a ton of functionality such as soundscapes, HUD features, Input Glyphs, and more.  
  3. I pretty much took my base player code and added a ton of functionality such as soundscapes, HUD features, Input Glyphs, and more.
  4. I rolled back to my previous solution for many reasons. I would have to check the entity's normal and swap out what scale values to use. I have to create a spawner class anyway which does a calculation to determine the base size from the texture. I would not be able to see the results in the editor anyway. My overlay classes are never intended to resize during runtime. The information was helpful and I hope it's useful to others!
  5. Thanks for the start. The compiler complains about the len() function, so I replaced it with length. I'm getting the desired results with decals, but not with planes despite it using the same code. If I could remove the normal blending with the decals, I wouldn't be making an overlay class.
  6. Is there a way to get the entity's scale value based on the matrix value? I'm currently passing scale modifiers via code but I'd like to see the results in the editor if possible. How would I do this? Examples would be the most helpful!
  7. Tbh, I fund the culling of lights to be more annoying especially if you are using point lights to light entire rooms.
  8. Right. This is why I suggest making entire rooms models if you can. The entire room will not get culled because you'll be always looking at it.
  9. You can pretty much use whatever you want if you can grab the window handle like seen here. If something doesn't work, you can let Josh know here.
  10. The brush culling is less noticeable with a black clear buffer (This is set up as the default) with the frame rate above 90. Your CSG gets collapsed into multiple models, but in most cases half of your one room will be it's own slice. There hasn't been any clarification how the engine determines how to cut up the CSG. Another option is to model your indoor level into sections so you can control how your indoor levels cull. This is a big pain since the main reason I switched to Leadwerks was due to it's editor and the obj export doesn't export the uvs. I haven't found any blender plugins t
  11. Most people are still using intel Macs anyway. Hopefully that bug will be fixed in the future. Upside is that at least you know the code will compile.
  12. This is the occlusion culling working and the renderer not keeping up. I've fought with this for my years and figured out that disabling vsync by default and capping the framerate above 100fps reduces the effect a lot. This will keep the app at a consistent rate while reducing the culling effects I use 120hz as my target framerate. context:Sync(false, 120)
  13. Put it on the backburner for now. I'm sure this will be fixed eventually.
  14. Are you putting it in the right directory? Desktop files: putting your application in the desktop menus (gnome.org)
  15. Nice work. Yeah, XCode is a pain with output directories. Let us know what you find.
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