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YouGroove

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Posts posted by YouGroove

  1. Thanks.

    I'll test with all tights to see how it runs, then if needed i will put rectangular Zone id, to avoid the mathematic formula that is expensive for caculating for each of all lights at same time.

     

    (The monsters won't rush :) , it will not be full action RPG like all today hack and slash, there are enought on market, it will be different, a little like Wizadry series !)

  2. I plan to make one mesh representing a big dungeon with lot of sections for some action Rpg game.

     

    How many lights can i place in the level without perfromance cost (even if it uses the deffered lightening) ?

    Is there a way to specify to the engine to display only the 10 nearest lights to the player for example ?

    Or do i have to manage it by code by for example deactvating/actvating only the nearest lights ?

  3. Some others 3D Indie engines already have mobile support and some others are planning mobile strategy also !

    Mobile market will develop more and more as time passes with all tables and Apple products, even today the sales are lot more important in terms of mobile tablets than mobile PC, i've seen

    on a analysis (i don't know if it is true ? but i think tablet sales are bigger each time )

     

    Now this measn lot of optimisations like fake shadows options with textures projectors, blob shadows, lightmaps carefull on rendering passes, possibility to make a simple 3D game using

    a simple directionnal light and no shaders. etc ...

     

    I think there is lot of interest on putting a mobile section specially for Iphone and their Appstore.

    Just my point of view : I think Iphone could only boost LeadWerks popularity, and it deserves it :)

  4. Thanks a lot TheoLogic !

    Ill' try that tonight.

     

    Your VC++ 2010 arguments , should be put on the WIKI in a new VC++ 2010 setup for example (or put also in the beginnning of the tutorial ?)

    This is a serious issue if it is a boost performance like that.

  5. Thanks !

     

    I downloaded VC ++ 2008 !

    it seems to be a newer version than this one on the tutorial i followed :

     

    tutorial

     

    And the laststep : "Distributable Setup"

    seems to not work and the project don't build if i follow them !

    And the last step i don't find the "MainCRTStartup" item ?

     

    Finally i tried to run this code :

    light example

     

    But i had a message : Engine DLL Failed

    So i think something gonna wrong in Visual Studio configuration ! I think i must link the .dll somewhere ?

     

    If someone have some tips on the setting up of VC++ on the step

    "Distributable Setup"

    of this tutorial it would be usefull !

    tutorial

  6. Thanks Rick,

     

    That's right for lightmaps, But even with Graphics cards from 5 or 6 Years ago, lightmaps on the level and using shadows for important or nearest things is optimisation and allows to save power to more expensive treatments , like NPC, ennemies, AI etc ...

     

    I have some a questions :

    For GUI elements , i seen Cgui is the recommended ? Or do we have other solutions ?

    Is it C# supported or destined to be more developped, or is C and C ++ the best ways and best compatibilities (what i think).

     

     

    Anyway, purchased the engine and 3D Word Editor.

    I like a lot the simple programming in this engine, and it has great features for realtime indeed B)

  7. Well i think 3D World Stduio will make it , until version 3 of the engine appears !

     

    I have a last question :

    What is the minimum card ot run a game made with the engine ?

    I i disable full process effects , and shaders , and if i use only basic lightening ? or does it only run deffered lightening ?

    I know there is a limitation, but i would want to know !

     

    For example Lego commercial games series, uses shaders and couldn't run on a PC having old basic shaders (before V2.0) !

  8. Thanks for the replies franck22000 !

     

    For lightmaps, to keep performance, even if i now the engine can render rela time lightening and shadows, but it has a cost.

    I know there is 3D World Studio solution , but i perhaps prefered using Blender ?

  9. Sorry , i posted in wrong section by inadvertance !

     

    ----------------------

     

    I find Leadwerks really complete.

     

    I have some basic questions :

     

    - Is there any royalties for selling games made with it ?

     

    - Can we import animated models from Blender 2.49 (the version i prefer compared ot last ones)

     

    - Can we import lightmaps from a Blender model ?

     

    - Is the final game encrypted in some way to prevent too easy 3D art steeling ?

     

    - And what is the favourite language used by users ?

  10. I find Leadwerks really complete.

     

    I have some basic questions :

     

    - Is there any royalties for selling games made with it ?

     

    - Can we import animated models from Blender 2.49 (the version i prefer compared ot last ones)

     

    - Can we import lightmaps from a Blender model ?

     

    - Is the final game encrypted in some way to prevent too easy 3D art steeling ?

     

    - And what is the favourite language used by users ?

  11. I find Leadwerks really complete.

     

    I have some basic questions :

     

    - Is there any royalties for selling games made with it ?

     

    - Can we import animated models from Blender 2.49 (the version i prefer compared ot last ones)

     

    - Can we import lightmaps from a Blender model ?

     

    - Is the final game encrypted in some way to prevent too easy 3D art steeling ?

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