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Marcousik

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Everything posted by Marcousik

  1. Do you plan an model export tool ? Maybe with textures exporting ? That would be top
  2. Well I downloaded the GPU-Z and did a test. There are a lot a values, not sure which is the one representativ for the working performances of the GPU but The game runs at "only" 34 FPS and the GPU Memory used is at max (fast 6000) but the GPU load value is not max 38% Other screenshot of the task manager shows that the GPU values are not at max... Stupid? why does the system not use more ressources and could give the game 60 FPS?
  3. Well that's excatly the problem I get with LE 4.6.... Each feature runs separately ok, but together on a big map for example I become FPS dropped. I imagine performance possibility like a bottle that get filled, the more yo add to a scene, the more it fills the bottle, until it is over. Does that not run like this more or less?
  4. Reading this article was very interesting. I would be so happy to see a test combining the features, like 1000 NPCs walking using mass, with lightning (like holding a torch?), with animations, with collisions (like if collides, takes another way), with pathfinding (like woalking through 100 trees models)... Would tha be that hard to do?
  5. Marcousik

    OceanProgress

    Maybe I am an idiot but I can't get the point of the progress on this picture, maybe you could make a video about this, I am not complaining / just a suggestion
  6. looks like a kind of kitchen, cool
  7. If you have troubles with global/local rotation, did you try to use transform() ? https://www.leadwerks.com/learn?page=API-Reference_Object_Math_Transform_Rotation
  8. Yes I thought about the sound and light effect and all a question of timing. Thx for the links. It seems to me they are using acceleration and deceleration while animating making a sword moving quicker and giving a pause if I don't know critical or maybe blocked so that all the rythm of the combat becomes non liniar. This seems a crazy work of coordination, maybe they have tools for that, maybe programmers are just incredible artists and that's why so much other games come out without that quality.
  9. There are for Skyrim ten years after release many mods and modders that are trying to reinvent the combat system that feels maybe to soft,or simply boring. This could introduce my question, does anyone here know anything about animations Technics on how you can create Energy fully effects in the characters animations How the player gets a chocking feedback on weapon collision? Hit Feedback? Blocked chock Feedback feelings like metal hits something and not feeling like a knife in a mushroom yes. Here is a good example how it is possible to feel the combat dynamically: What's the plan to go from a classically mixamo animation to a reactive effective and responsive behavior of the NPCs in-game? I enjoy all suggestions thx
  10. This is still a good question... Maybe it depends on where do you call the becomewater() function from ?
  11. Right I did not know that. Like in Canada and Australian. ^^
  12. Ok thx for setting this clear! Well I didn't know for the ?! ? This is called rugby usually Europe football ⚽ is round.. how do you name that sport in America?
  13. Here is the bug I use a script summoning Model:Sphere() props shaped with Shape:Sphere() You can see the shape with the debug mode but the props react with physics as if they were round like footballs: (there is no invisible tricks) TEMP 2021-08-11 15-44-46.mp4 Here with the same script it works normallly as expected if using Shape:ConvexHull(surface) on the Spheres: TEMP 2021-08-11 15-45-52.mp4
  14. View this video Description Testing the trailer feature for Offraod game project, Made with the game engine Leadwerks 4.6, Credits Models (Many thx for authors) : - "Tractor - Farmer's Best Friend" (https://skfb.ly/6RPNK) by 3dsofsan is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/b...). - "Car Trailer "the Chariot" (free download)" (https://skfb.ly/on8DR) by KrStolorz is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/b...). Enjoy watching!
  15. Thx all for answers So Is it correct to say that the parallax shader uses the "displacement" slot? And I found a diffuse+normal+specular+parallax+roughness.shader -> this should use the 5 first slots of a material, correct? And there is somewhere the shadmar substance for metal, it is top.
  16. Hi, I need noob help with this: When I download a model with textures, there are often: - WhateverName_Albedo - WhateverName_Normal - WhateverName_Roughness - WhateverName_Metalness - WhateverName_AO How is this supposed to be used with the material Leadwerks functionality? It seems that: Albedo -> Diffuse Normal is easy Normal What is specularity? Can I use the others one? Do anybody know why the names are different? Thx a lot for answers
  17. Thx a lot for this. Well this would change completly the structur and concept of what I wanted to do but I see the enorm positiv effect that it only generates what is needed. The map 4096x4096 is big enough for a car game but a way to heavy to be filled correctly - I mean no way to have a game at 60 FPS. With this technic of procedural it could be possible to have infinity, persistence and performance. If we could generate more than one terrain on a map you could use this perlin noise function on little terrains used as chunk, it woulld allow you all terrain functions. Maybe it is possible to load many little maps with little terrains and make this?
  18. Very interesting ... I never thought about this. So you are generating the terrain depending on the height map, is that correct? Would this run with an open third person cam game typ? How do you do that??? what do you mean exactly? I never had problems with cam and player. I know the terrain is not infinite and over the choosen map size, things become to disappear. BUt 4096x4096 is big enough if performances stay ok, isn't it
  19. A procedurally generated map could be the only way I could recover a bit more FPS.. So that means a lot. But in open world like I want to keep for such cars games, the view distance is most important in balance for both quality and optimization. Occlusion culling is not sufficient to keep a game fluently, the not rendered objects in the world should be hidden() to get a really positive effect and get the possibility to add so much things in the world as you want without having performance issues. But there are things in an open world that have to remain persistent or your world will become nonsense. Nothing for the player that can be recognized is nothing good. How do you handle persistence?
  20. Yes nice the problem with adding complexity and features like this is at the end FPS = 10 For this we need LE 5 or a powerful engine. With LE 4.6 you can really make everything but by setting all features together on one map you will encounter big performance problems I think Avalanche made such good games like mad max or just cause. They could have continued with such off-road pursuits game but now they make games like Generation zero or Jurassic Shooter
  21. You mean that.. There is the spline tool from AggrorJorn somewhere that is very nice too, only that it cuts the hill instead of placing the road on them.
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