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Posts posted by Rekindled Phoenix
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I'm getting flickering texture artifacts when I use Macklebee's example, assuming the textures are rendered in the exact same coords.
How can I keep the material from glitching like that?
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Josh, could we get a reason for what's causing this?
Macklebee's solution shows that it's possible to retain a steady FPS when instancing planes, could it done this way in the engine?
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Josh said that it was not a bug... it's due to the alpha calculation, but i dont think it would be so an FPS killer calculation... Maybe one day we will be able to use decals
Could there be a better way to implement the alpha calculation like layered rendering, instancing, etc? I believe this still should be fixed.
Interestingly, whilst playing Skyrim the other day I experimented with decals by scorching the path in front of me. I was able to literally put down over 500 decals before I got bored of doing so with seemingly no noticeable reduction in frame speed. Why is it so low cost in their engine and so high cost in ours?
Exactly. Several other game engines both commercial and indie, somehow have solved this conundrum. I can unload hundreds of decals onto a wall within Valve's Source engine, Cryengine, and many others. So how did they solve this problem?
Speaking of Skyrim, take a look at just the town of Whiterun. Within 2 minutes I lost count (100+) at the amount of decals placed on several dozen meshes.
Decals provide a huge boost in the content pipeline, and it would be great to have them updated. Is there a way to instance decals, or use a method similar method close to how other engines (like Overgowth) manage to accomplish this?
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Bump for status update on this.
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Visual Studio 2010 C# Express
Notepad++ for Lua, along with the built-in editor
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If anyone could write it as a shader/ post-processing filter, I would be more than happy!!
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Both Skyrim and Crysis also uses hundreds of decals to floors walls, and even other objects. I noticed a heavy use of decals to add variance to models.
Note, that there are two techniques that I would want for Leadwerks:
1. The ability to apply decal textures to any model / surface in-game, without the FPS overhead.
2. A snow / rain shader OR "projector" light which can apply a surface normal
You guys asked for screenshots, so here they are!
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Aggror posted a projector light which was invaluable, but what I'm talking about is normal-based texture lights.
Crysis used them heavily for rain and snow effects using the normals to apply a speckled texture. While playing Skyrim I've noticed they took it one step further than snow, using the alpha of a texture to add vines to rock walls, etc.
I would absolutely love if this was integrated into LE3 and as a patch to a version of LE2
Please!
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I agree! Gandi could you provide a small demo?
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I had to buy Skyrim for a present, yet could not buy it for myself since someone already bought it for me as a christmas present. DAMN
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1. I thought you're not allowed to post screens if you in beta...
2. My fiancee and I have been accepted and will be playing very soon!
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I came across this site: http://userpages.uni-koblenz.de/~fronc/ by browsing for inspiration with my own pseudo fluid simulations using Lua. This surpasses something that I would be able to do with graphics, though is this possible with the upcoming Leaderks engine? Josh, would you want to dedicate your time to implementing this into the next version of the engine after you have a solid foundation?
Whether we approach this with regular particle physics or not, it has been something that I have been wishing for a long time.
(German) Image heavy documentation on his technique
http://kola.opus.hbz-nrw.de/volltexte/2009/429/pdf/SASmokeSlides.pdf
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Native LE3 functions to manipulate and scale textures.
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Wow can't wait to play this!!
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you should google " tree[d] "
Its a wonderful application, you should try it!
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You could always put two enormous bodies on either side of the plane you are interested in allowing, and constrain objects that way.
Doing this with more than a couple dozen object causes a huge FPS drop.
Updating the positions is the way to go. In order to get a speed increase, I first checked if the object moved beyond a minimum threshold, usually "0.1". That way updates to the object happen evey once in a while and not every frame.
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I've been wondering whether it was Lua causing this issue.. guess I was wrong. Seems that decals cause quite an FPS delay.
(No decals)
190FPS - Looking at floor (why lower...?)
209FPS - Looking at cube
236FPS - Looking upwards
(3 Surfaces, 15 decals each)
135FPS - One surface visible
156FPS - Looking from opposite side (no decals visible)
65FPS - Close to one surface
(25+ decals on floor entity)
25FPS - Waaay slow
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thanks for sharing!!
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Interesting.
When I submit you the content and the Lua scripts, I would like to request the files for me to test on my fiancee's HTC GalaxyS. Would this be possible?
New goal: 5K polys... shouldn't be too much of a problem.
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Neat! Could you elaborate on the technique used?
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idk!
Can you run some tests for me please?
...even with the alpha LE Android engine
Even a wide estimate is fine. 2K polys? 5K polys?
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I am creating the test setup in LUA, and was wondering... how many polys can the standard Android device support with 30FPS minimum?
(Since my computer runs at 500+ FPS it's not accurate to compare against a mobile device)
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Josh is going to flip when he sees that this demo can work with dynamic objects.
Great proof of concept getting it to work with Leadwerks!
Texture lights using normals
in Suggestion Box
Posted
Exactly what I was suggesting for this page!!
http://www.leadwerks.com/werkspace/topic/3920-decals-bug-demo/
Your thoughts, Josh?