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TheoLogic

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Everything posted by TheoLogic

  1. That's it, you can't! Even when you turn of shadows you won't be that efficient. Even with shadows off 20 character controllers lag. Like you said, most off the problem is GPU lightning, but I am sure your own code can be boosted too...
  2. Loading times is one thing, I think this is just an error on older specs. And what a whine about me running L4D2 at full settings on my gf's laptop, you have to be an idiot to not see the comparison. And if you read well, it uses a 7600 card, not running leadwerks over 10 FPS on low resolutions. I don't try to prove LWE is slow on lower end specs and older pc's, I'm saying it is and I think most people will agree. I'm asking to boost performance, and support deploying to lower specs. I also want multithreading in-engine, so we have seperate update and render calls, ...
  3. @ Niosop: This depends on what you are doing. In our RE::Pest game we needed every AI to be updated or else some events wouldn't occur when needed. This slowed us down to 5-10 FPS...
  4. The point has gone missing again. It's possible for me to run some cool looking things, but I don't have the performance left for gameplay! Josh, you tell me I render about 500,000 trees at 30 FPS with dynamic lighting on a GEForce 7, I don't have anything left for gameplay. There aren't even collisions! I will restate my point again: - Make LWE deployable to lower end specs (and I don't mean 300bucks mini laptops, but for example I can run L4D2 on a GeForce go 7600, but I can't run leadwerks at decent framerates). - Speed up everything. I want to help with this, basic tests what is or isn't faster. Test on older systems, ... - Fix existing bugs first
  5. Just to add, this is just rendering... I would only be able to run the tunnels scene with pretty poor post effects to enable gameplay.
  6. Source has/had lightning backed Some stats: -Desert highway: 1 min to load -Terrain arctic: 2 mins to load -Train: 20 secs to load -Tunnels: 10 secs to load This is what I get with some post effects enabled (FPS/4): Also remark the editor takes 1 minute to close...
  7. To write a good looking playable game you need the Recommended Requirements, and hope they do the trick... To explain myself a bit better: On lower specs I want my game to look like source (old version, be4 L4D) mods, with same framerates. How higher the specs, how better I want the game to look without loosing some framerate. This is used in professional engines like GameBryo, ... At this moment on mu NVidia 7950 GTX, and intel centrino duo the editor is slow as hell, taking 1 minute to change scene (even if I lower render options), so how do you want me to write some game code without that be speeded up? If I update 20 charactercontrollers (AI) I get 1 FPS, or 2 on a good day... Not talking about deployment! You can't deploy this to lower end specs, different systems have different artefacts, ... So for me it's quite simpel: fix bugs and optimize.
  8. Try using 20 character controllers doing their thing... And a lot can be done with multi threading, I support TylerH's vision on this. What would be really great is leadwerks adapting his specs for lower end computers...
  9. LeadWerks has a great C implementation, you can get good looking results in a mum of time, but performance isn't what it should be. What I would like to see: - Support for lower specs - Multithreading (MUST) The problem is: having a good looking scene with gameplay at decent framerates is hard to get at this moment.
  10. Keep in mind that you need some solid system specs for GTA style and MMORPG style games in LeadWerks.
  11. Hehe, we can do this all day: Composition vs inheritence
  12. @ Laurens: .Net has these build-in. No use for external libraries... For tools like this it's a must to use C#. You don't need C++ power and you don't have the time to create this in C++. This really is a marvelous example when to use which language.
  13. @Rick: Depends on how the team's coding standards are. I'm working with type what you mean, but this is only one of bjarne stroustrup's C++ coding standards points. And I agree, use stl containers for data handling. (vector > list) Use vector to iterate with algorithms, use map for searching (binary tree).
  14. I almost agree with Rick: Putting a method virtual means you are overriding it somewhere. You are inheriting from piece, and overriding the method Move in that class. But you don't want to inherited from Knight, so you won't override the method again, so don't make it virtual. Me, reading the code from Rick, am thinking you are going to override Move again in an inherited class from Piece. Behind the screens this method will be virtual, but don't mind that. Try to code what you mean.
  15. @Lumooja, your are crazy. Every class with a virtual function has a virtual function table. You can as well code Java. You're loosing a pointer jump with every vft you have! @Holloweye: read this EDIT: don't forget the virtual destructor, copy constructor and assignment operator
  16. I implemented mciSendString into leadwerks in 1 hour, playing avi's in LWE window (you can find it on the old forum)... Or you play video, or you render bitmaps. I don't find it very efficient copying pixel data from bitmap to textures. The uncompressed avi is just a list of bitmaps, so you can go that way too. @ shadow_tj: The engine doesn't create your installer, you do. So just don't forget the codec if needed.
  17. First of all, the engine can't manage codecs, you'll need to add them when you deploy. Secondly, you can do this yourself. This isn't a real cool feature for middle ware.
  18. TheoLogic

    Videos

    @ Lumooja, never use jpg. If you want to write something yourself, use uncompressed avi files. I recommend using mciSendString for windows...
  19. Looking nice, I'm digging this . If I had to give some comments, it would probably be vegetation. Now it feels like you put it there because you can...
  20. TheoLogic

    Frigate

    If you just alpha map those railings you'll save some 1000 tris (maybe more), which you can use to remove the blockie parts.
  21. TheoLogic

    Frigate

    Do you have some wires of this. I think you misused some tris, these could be used in places where they are needed. I also miss texture quality...
  22. I hope Josh is going to set the rights soon, I'm bored of being unable to scout the forums
  23. Is this me, or is this pretty slow? Could be webhosting or software...
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