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Lupin

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Blog Comments posted by Lupin

  1. Tumira, I experienced frame jerks on similar hardware setup. In my case, I noticed that with VSync ON, one of the 8 processor cores still uses near 100% (while others at 0%).

    I solved the problem by setting DISABLE "Multithread Optimization" in Nvidia control panel. Now, when VSync is enabled, at 60 fps every core is utilized near 0% (well, maybe bit more), and single-threaded OpenGL apps like Leadwerks runs far smoother, without any jerking.

    I hope this helps maybe in your case too.

  2. Amazing news. As an old user of 3D World Studio I simply love these new features. And I can't wait for the day when I can check them out in practice. smile.png

    One question - Do you anticipate the possibility of of converting a group of brushes into the model (mesh) within editor? This could be useful as an option to create prefabs.

  3. It will be awesome to see what people come up with, when those limits are removed

    so, when it comes to human experimentation (pre-alpha build or something), I'm ready smile.png

     

    And, If I could have a small request: Current 3DWS 5.x has "texture lock" feature, that works globally - on all scene brushes. Whether it would be possible to add a flag "lock UV" at the brush level ? I mean bitwise flag (similar to smoothing groups concept) for preventing UV changes on scale / rotation / position for selected brushes?

  4. Great! I love to see a new news about 3DWS in LE3D. If I could possibly make a suggestion (of course if this not be a problem) ring torus would be very useful basic (or compound) shape. For example: his severed parts in conjunction with the cylinders are the perfect elements to create pipes and complex pipelines. As we all know, old rusted pipes are very important part of all dark underground tunnels ;-)

  5. Flexman, the usefulness of CSG tools depends on the adopted methodology for the scene design.

    For example: this is especially handy if we build a prototypes (method of successive approximations). You don't need to work constantly with the artist(s) or using the Max to make improvements on an ongoing basis in scene geometry. Treat CSG geometry as visible representation of a collision meshes. Only when you are sure the scene is well designed (by extensive gameplay testing) - you may give "CSG sketch" as base for implementation of detailed models by the artist in Max or other dedicated tool.

     

    The reverse order (I have some nice models and now think of the game for them) rarely leads to success - at least in games where the level design is important for gameplay.

     

    But, for example, for flight simulators CSG probably are not useful :(

  6. I'm not sure if I understand what is a problem. In my view, method of drawing and modifying brushes, faces and vertices exactly like in 3DWS (click and drag) is close to perfection, very intuitive and allowing for really quick "sketch" of geometry.

    If this interferes with the default editing principles in LE3D editor, you may want to consider two switchable modes: standard and editing of CSG (as Metatron already say). It seems to me that it would be a good option. In any case, I would be little disappointed if the way of CSG editing will be significantly different than in 3DWS.

    Data Loss Announcement

    Actually that's quite insulting to the community I think, which is made up of many individuals who have spent many hours of their valuable time contributing to it (...)

    I had no intention to offend anybody - just my poor English is not able to express themselves more subtly. Josh seems to be very worry about this accident. This is obviously a sad thing and I just wanted to give him some encouragement.

    Data Loss Announcement

    Josh, I think that you should first of all stop thinking about the past and turn toward the future. It seems to me that it is not worth wasting your valuable time to searching the archives. Probably the biggest pain is the loss of documentation for LE2. The rest is not critical. Asset store files, screens, blogs, posts, etc., many of these things are made by individuals from community, and perhaps some may be (in some cases) restored by their authors (if this will be really needed).

     

    I hope, that this minor setback with Werkspace, don't affect your great work with development of Leadwerks Engine (I believe that the engine sources are backed in a better way). Anyway, chill out and don't worry too much. :)

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