Jump to content

Xaron

Members
  • Posts

    82
  • Joined

  • Last visited

Posts posted by Xaron

  1. Hi,

     

    I just posted this a while ago but the topic got lost due to a rollback. I'd like to change the y position of a terrain. I create a submarine game and would like to use the y position as depth. So far it's not possible to change the position of a terrain. This isn't necessarily a bug but I'd like to see the possibility to do such a positioning.

  2.  

    1)How easy are mesh files to work with? Can I export strait out of blender and into leadwerks with animations and artwork complete (.3DS format?).

     

    LE has its own format GMF. Ultima Unwrap Pro is a good tool to convert any mesh into GMF.

     

    2)Can I render only a portion of a mesh at a time or must I render the entire leadwerks compatible mesh whenever I call it? THinking of terrain here.

     

    You don't have to think about that. LE does the culling for you.

     

    3)Can I mix part of leadwerks display with my own Directx code if I wanted to say have more control over terrain rendering?

     

    No way. LE uses OpenGL. Forget about mixing it with DX. :)

     

    4)How fast is leadwerks generally speaking? Is it fast enough for say 100 player models on screen at any given time? Will frequently be less than that.

     

    I think the bottle neck might become the network and server. With 100 players in one area everyone has to get an update for all other visible players. Let's assume you need a bandwidth of 1k per second for one player. Then you would need to send an update to every of these 100 players (of the other players) and retrieve status information from the other ones which leads to 100*(100-1) = 9900 updates (every player needs updates from the other 99 ones!). With 1k per second (which is rather less) you'd already need a bandwidth of about 9.9MByte per second. That means with a 100MBit connection your server already sees his limit. :)

     

    At the beginning you should not scratch your head about these facts and any other speed limits. LE uses SM3.0+ hardware and might run slow on older hardware. But if you finish your project let's say in 3 years it's fair to say that it will run very smoothly on almost every computer.

     

    5)How much is the license to go pro with this? Surely a single user license doesn't cover the cost of being able to profit from this endlessly. It sounds too cheap.

     

    $200. Nothing more. LE3.0 will be a paid update. It's very, very cheap indeed.

    • Upvote 1
  3. Hey count me in. :) I have 3 totally different PCs to test:

    1) Intel Quad Core with NVidia Quadro FX 1800

    2) AMD (Dual Core) with ATI 5750

    3) Netbook with Intel Atom and NVidia ION (yes LE works with that configuration)

  4. Thanks for the help. CEGUI might be a bit of an overkill, will look into this LUA stuff even though I don't use LUA (and won't use it).

  5. Thanks Josh. :) For me everything below SM2 is low spec, SM3 is middle and SM4+ is high, but that's a matter of definition.

     

    I'm looking forward to this and might just start with BMax (which I'm just in love with, I do C++ all the day as a softwareengineer by profession so I just need some other stuff ;) ) and the current version. I guess till I finish my game LE will run on all PC's (not because of LE3.0 but because of the fact that at least a 8800 should be standard).

     

    Another issue for me is the performance. It's a bit weak compared to other engines like Ogre even though the features are better. Any chance to improve this as well? It's just a fact that without a good SM4 card everything's a bit rusty. Again, that's not a rant, I aim for casual gamers and there the hardware is often a bit "older".

  6. Thanks Josh, that are great news for me. :lol: If I hadn't bought LE already I would do it again.

     

    Could you please define "low-spec"? Is it SM2, SM3? Or just the good old fixed pipeline stuff without shaders? I understand the limitations and don't care about less quality in that case.

     

    Do you have any ETA when LE 3.0 will be around?

     

    Thanks again!

  7. Thanks Lumooja, actually that would be some kind of a "killer" feature for me. I don't expect the same render quality of course but it would be great if it just run on low-end PCs. The reason is simple: I target casual gamers who are usually not like the typical gamers and don't upgrade their hardware that often. I like all the BB syntax from LE and that I get all in one (physics, network, sound, graphics).

     

    So maybe you Josh could tell some words about this? I know your point and up to now you always said that there won't be any low-end support.

  8. No other engines out there derive from Blitz3D, so they had to figure out somekind of coding interface, but most of them are horrible.

    The inventor of the entity system is a god (Mark Sibly), and that's why nobody can beat his invention.

     

    I totally agree!

     

    The only exception I could consider is Ogre3D or Irrlicht since they have one benefit over LE: low-end support. But since that's coming to LE too, I rather focus on supporting Leadwerks with cross-platform technologies.

     

    Hey Lumooja, that's a very interesting part. When and how this will come into LE? What does that exactly mean? Will it run on older systems (pre SM 3.0) as well? That's a very, very important thing for me and the only reason why I still prefer Irrlicht over LE.

  9. Hi all and especially Josh,

     

    I just want to say thank you for this great engine. I follow the development since the beginning and I'm very impressed by the progress you've made so far. The $200 are really cheap compared to the features you get. I've tested a lot of different engines (free as well as commercial ones) and I can say that LE is one of the best!

     

    So keep up the great work!

     

    -= Xaron =-

     

    P.S.: Sorry, this is more off topic but there is no off topic sub forum here?

  10. Even Blitz3D which uses DX7, doesn't work on Windows 7 64-bit anymore, with OpenGL it would still work.

     

    That's simply not true. BB3D runs very well on a Windows 7 64 Bit system.

     

    Regarding the other stuff: It doesn't matter. I made the experience that DirectX runs slightly faster than OpenGL but this is more a driver issue as most gamers use Windows and most games use DirectX.

     

    OpenGL is unbeatable if it comes to cross platform development.

×
×
  • Create New...