Crazycarpet
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Blog Comments posted by Crazycarpet
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This looks pretty done! planning to update the "Learn" button in the near future so it takes you to the new API reference?
It would also be nice if Search was at least updated to prioritize classes. For instance if you search "Asset" the Asset class is shown 3rd instead of first, which is kind of ugly..
I personally think a quick-search would be nice that didn't take into account tutorials but searched for 1st classes, then methods, etc. Or sort into search results for tutorials, classes, methods, variables..
Overall great work though, huge improvement.
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FileSystem::StripDir shows "Failed to load page data. "
Camera::SetFOV to Camera::UnProject is still wrong as well as Tumira already said.
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Version 4.4 beta updated
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Those were all the things that drove me nuts... hope Gamecreator's stuff stops falling through the world.
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Actually, for me from Entity::Camera::SetFov down it shows wrong topics:
Should show | Shows
SetMultisample GetZoom
SetProjectMode Pick
so on and so forth..
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Why not do something like making it so the default Leadwerks templates are open source so the community can contribute to them? Of course, changes would still require your approval.
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I really like the ideas you suggested here... recently been doing a lot of work with Vulkan, and although it takes a lot of code to accomplish anything with Vulkan it's well worth it.... easy to optimize, and without doing a whole lot you'll see huge performance gains on AMD cards, and decent ones on Nvidia cards as well... also the framerate seems to be more steady in general when using Vulkan.
Been doing some work with physics on a separate thread where the loop is executed at a fixed interval and it's been really nice so far... plan to do some work with threading the creation of sub-buffers on Vulkan as well so looking forward to seeing where LE goes with this, I think it'd be a huge step for the engine.
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Really cool is right, looks like you're taking your time and doing an awesome job of the LeadwerksGUI system.. can't wait til it's done!
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Give me a few minutes, I'll post some screenshots its a fresh project.
Edit: here's the map file since you wanted that instead.
https://www.upload.ee/files/6069655/start.map.html
Edit#2 since you think I'm lying to you about FPS numbers -.- :
-1 Crawler http://i67.tinypic.com/6ibb6h.jpg 742 FPS
-2 Crawlers http://i67.tinypic.com/174fty.jpg 580FPS
-3 Crawlers http://i65.tinypic.com/2n8v3u0.jpg 369FPS
-4 Crawlers http://i63.tinypic.com/8wk47p.jpg 350FPS
-5 Crawlers http://i64.tinypic.com/33cyah2.jpg 270FPS.
-6 Crawlers http://i67.tinypic.com/2432gdg.jpg 216 FPS
-7 Crawlers http://i63.tinypic.com/2mgtwrq.jpg 162 FPS
So as you can see, I'm not lying to you about the numbers, don't know why you'd think I'd make up FPS numbers... -.- I'm not complaining about the performance it's fine, I'm wondering why it starts out with such immense drops.
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Thank you! Animations were the only thing in LE eating my FPS... can't wait to see if there's a noticeable FPS boost.
Edit: Gained a solid 20 FPS on a scene w/ about 10 crawlers.
Couldn't be happier, gained tons of FPS in my actual test scene. 0.o
Although (of course) animated NPCs are still the most expensive thing in my project, drop about 25-60 FPS per crawler. Is that normal?
FPS:
-7 crawlers, 180 FPS.
-5 crawlers, 300 FPS.
-2 Crawlers 750 FPS.
Tested on a new project w/ a 1024x1024 terrain, and a hollowed box containing the crawlers and the player inside.
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Looks pretty slick.
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Pfft, it'll be even MORE perfect more MY dev console
Read only text-viewer widget + text input widget under it = <3
Also, Josh does this just add the scrollbars at the start or does it not create scrollbars until they're needed?
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Great start mate.
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Wow Josh UI's looking great, thanks for keeping us updated.
Are there callbacks yet? >
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Looks great so far, can't wait to switch over to the new Leadwerks Ui... finally I'll be able to give my client application a nice developer console. Using pdcurses for the server. :/
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Looks nice!
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Callbacks please.
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Definitely do kind of like this way. It's very simple and straight forward, looks organized too. We could just create a listener or something in C++ and attach a Lua script to it to "spawn" the GUI from C++ code right?
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Leadwerks Game Engine 4.1 Released
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Amazing update, brought Leadwerks to a whole new level.
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Yeah, banding is still very, very noticeable with spotlights especially (mostly just against light surfaces.), and the dithering looks rather ugly in the directional light.... but all in all this is an amazing update. Can't wait til I can try out Env Probes.
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Finally got a chance to check it out, looks great. For some reason I get better performance on 4.1... even with volumetric lights and everything in a scene. I get steady 600 FPS in a pretty complex scene with volumetric lighting and everything.
New icons are nice.
Thanks for the tip xtom, I think it looks so much better with the "Remove banding" line commented out. I would take banding any day over that grainy effect.
But overall great update, thanks Josh.
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Don't know about that. I'd rather see Josh focus on the engine then the DLC. We can make our own model packs, or buy them elsewhere if we don't like the ones on the workshop. We can't change Leadwerks itself.
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Great tutorial, helped a lot. Thanks.
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+1
Looking forward, great idea Josh.
Hapy New Year.
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They're out.
One More Day - Performance Updates
in xtom's Blog
A blog by xtom in General
Posted
Not a dumb question, because LE projects still get created with optimizations disabled in release mode!! Fix coming soon?