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TheoLogic

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Posts posted by TheoLogic

  1. 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

  2. shader model 3.0 System Requirements

     

    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.

  3. 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.

  4. @ 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.

  5. @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).

  6. 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.

  7. @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 :mellow:

  8. 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.

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