Gonan
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Blog Comments posted by Gonan
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sorry I assumed that each task was on a thread, running independently. I was suggesting that if you had more active threads than cpus, you would experience contention for those cpus. You would see this in the performance stats, as context switches, which will cause the current context to be saved, and another loaded. If this happens a lot you are loosing useful cpu processing power.
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as each thread is doing a smaller subset of the work, you are probably getting more cache hits, are you also using thread affinity on your busiest threads to stop them context switching.
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entity:GetScript())
and
entity:SetScript("path/filename")
are missing from the reference.
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Instead of trees, could you use it in an urban situation, and use human or animal figures and to make it feel crowded.
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Awesome addition. Just tried it with blocks using a smaller block to carve out of a big block. Not sure what the size prompt thing is in Hollow, is it like making swiss cheese?
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Just tried it and it worked great, added comment --skybox_texture.mat to app.lua and it then included the Skybox setting, that I had put in Scene Root.
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Thanks Josh, I will have to try out the new game publishing site.
Happy New Year.
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I deleted some old games that I had put up to test, then it seemed to get much further, failing to publish a file called "." .
I successfully published after I also made the .jpg screen shot a lower resolution and removed use of one of the other workshop assets terrain, as I was only using the snow, which I replaced with white diffuse and used the assets that came with Leadwerks for the other parts of the mat.
Are there any limits to the amount of storage used on the workshop per individual, for Leadwerks as a whole, or a limit to how many assets, or items that can be published? If so what are the limits?
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Thanks Josh, is the original game publishing still working for everyone or is it just me having issues, I've been unable to publish any game to the workshop for over a week. Using latest Beta 3.3. I've posted a screen shot for the game ok. I fill in the publish game form, and a few seconds after pressing publish the form refreshes with just the Public and Game boxes still containing data.
Using Multiple Entity Scripts in Turbo Game Engine
in Development Blog
A blog by Josh in General
Posted
if you want to create a function that will not be sharing variables with other functions with the same name, are you thinking of having a using namespace convention?