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ParaToxic

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Everything posted by ParaToxic

  1. First my idea was to make a splashscreenclass with fade in and fade out function ,where you can give the time as a parameter.I will use this class for the intro(some screens like "Works good on Core 2 Dual Extreme" xD) and later for a loadscreen. The second point isa ,that my game is based on some state classes.I use 3 classes for State_Introclass/Menuclass/Gameclass and an enum for a state variable. So it is better to make everything OOP ,so that I can edit the object for new features or corrections. Please don't joke about my skills.I can't express all what I mean and everything what you say in english,because I'am not an English...
  2. I will make a new splashscreen class and use my stabileclass to look whether the system is running stabile after the scene is loaded and then fade out the splashscreen and spawn the player
  3. Thanks for the long post Why ? I made it exactly like in your example code and got some Graphics call errors ,so I wrote it with some errorout functions.The idea of the test build was to test the stabileclass of the coming game to spawn the player when the application is running stabile after loading the scene.I forgot to make a variable to check the stability only after the scene loading ,because later ,when you look at the sky and then on lots of trees ,the system doesn't run stabile and spawn the player a second time. I think I will make a kind of gameupdater and make a setting config file like you said at the post above.
  4. Sorry but I can't debug this application on an other computer.I hope somebody can test it.I don't know why this errors come,I had never problems with this stuff before ,so....
  5. I love the leadwerks framework.You can manage all you objects by calling some easy commands.A realy usefull plugin would be some functions to load shaders for own post processing effects
  6. ParaToxic

    Totally Tubular

    Nice new features
  7. Sure you have downloaded just the package from the first post?Because my first try was that when you don't make fullscreen it try to make a 1920*1080 window.I downloaded the package and everthing works fine with the window and fullscreen adjustments. I don't know why but the LoadScene command in the C++ Leadwerks API loads the scene very slowly (my scene is loaded in the editor or in lua in 3-4 secs. and in C++ in about 10 secs).Maybe somebody can tell me why. Maybe this exe helps test.exe
  8. ....i forgot .I will upload the new package with the right files at my first post
  9. Ok this is strange.I made a few variables for width,height,fullscreen for settings in the console at the start.When I don't use fullscreen I become the same error like you said ( GLSL 1.2 isn't supported....) Ok I found the error.In some cases the Graphics() function was callen twice. Replace it with this exe test.exe
  10. Ok I try it but I can't upload the file because my single file upload size is 52.9 MB and that is to less.
  11. Here is my Initialize code (I called Graphics ) if(!Initialize(0)) ErrOut("Can't Initialize Engine!"); if(Fullscreen) Graphics(Width,Height,32); else Graphics(Width,Height); ConsoleAdd("Initialize Engine : OK"); engine_fw = CreateFramework(); ConsoleAdd("Initialize Framework : OK"); engine_fw_layer = GetFrameworkLayer(0); ConsoleAdd("Loaded Framework Layer : OK"); engine_fw_world = GetLayerWorld(engine_fw_layer); ConsoleAdd("Loaded Framework World : OK"); SetGlobalObject( "fw", engine_fw ); // Set Lua framework variable BP lua = GetLuaState(); lua_pushobject( lua, engine_fw ); lua_setglobal( lua, "fw" ); lua_pop( lua, 1 ); ConsoleAdd("Created Lua Framework Object : OK"); /////////////////STATES/////////////////// application_active = true; S_Introclass = new State_IntroClass(); S_Menuclass = new State_MenuClass(); S_Gameclass = new State_GameClass(); //////////////////////////////////////////
  12. OMG buy a ATI graphicscard joke I going to check the error.I can't understand why it doesn't run on a Nvidia card.I going to upload some new material files and the oroginal shader.pak. Can somebody send me his/her nvidia card ?
  13. Ok when I can load the models .. only in the mainthread ,it isn't very usefull ,because I wanted to load the ressources while the introscreen or the menu in a other thread.
  14. Hey I have an idea for a Resource Manager who loads the whole gameressources like models/textures... in a second thread. It is right that when I load a model and load it a second time the engine doesn't load the model again but create a instance of the model. So I load all ressources in a thread and now I need to hide all models/meshes.Can I use FreeEntity() for it ,or does this command ensures that the engine doesn't create instances of the model ?
  15. Hihi I agree your post.Just afraid about my FPS of a scene with some vegtation models......
  16. Try to use this DLL of FTGL : ftgl.dll Have you add PFWGui.lib and opengl32.lib to the linkerlibryry?
  17. Ok the "100 times faster" was unreasonably but it think it is usefull to use ASM for stuff like vertex/matrix/vector calculation.Some functions in CPU "extras" like 3DNow! use that too.
  18. I had an idea a few minutes ago.When you are programming in C++ it is (I heard) 100 times slower than in the same in assembler. So does it make sense to make a 3D engin in assembler (not all) ? Imagine your application could render not 1 mio triangles at 60 FPS but with 600 or 6000 FPS ??!!
  19. Yes sry I see that the font at the left side isn't readable.I think the problem ist the vegetation renderer because when I have 10 HD tires in my empty scene ,it render's about 1mio polys with 110 FPS with all effects (no DOF and vsync)
  20. So I tested some scenes with some vegetationtypes and here is my result: Palm from LE 2.2 (the best result) FPS : 60 Poly : ~1.2 mio Shadowpoly: ~2 mio Spruce : (camera a the bottom of the trees like when you walk through the scene) FPS: 46 FPS ~1.3 mio Polys shadowpolys : ~1.5 mio (camera above the trees like when you fly over) FPS: 55 Polys: ~1.2 mio shadowposly: ~1.4 mio Grass (the standartgrass) FPS : 43 FPS polys: ~1.0 mio shadowpolys: ~1.4 mio All vegetation renderings are with the viewdistance of 100 and the LOD of 50 I saw that the Batch rendertime is higher when I render the grass.What is that?
  21. Here : Vegetation: Birch trees only (view :100 LOD : 50).When I render the trees only ,I have ~58 FPS. Grass (view : 100 LOD : 4) slow down the system
  22. I have a 1920*1080 Screen with LE Editor in maxwindow ~1700*900
  23. Hey I'am making a new Scene and have donwloaded the free Birch and grass models from Pure3D.When I disable all effects(shadows too) I have 80 FPS at 190k polys.I think this is a very low value.When I enable all effects I have 48-50 FPS . What is wrong ?
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