Jump to content

Daimour

Members
  • Posts

    191
  • Joined

  • Last visited

Everything posted by Daimour

  1. They will be useful If physics is a part of gameplay. Examples: 1. Picking up and levitating (carrying) crates. 2. Pushing (shooting) cannonball. 3. Kicking the ball in football /baseball / tennis. 4. Imitation of the blast wave. 5. Moving parts of machinery. And so on...
  2. Can drawing be faster then culling? If we have a lot of simple entities in complex scene. Can we get acceleration with disabled culling?
  3. Is that actually light source or some entity like light_directional.gmf? You can't use SetShadowmapSize() with light_directional.gmf. Use SetEntityKey() instead: SetEntityKey(light, "shadowresolution", "1")
  4. C++ or LUA? I use LUA for prototyping and testing features. - It's simpler than C++; - You don't need to compile anything or run any external IDE; - It works inside Leadwerks Editor (you can play around with it); - You can edit LUA-script on fly and see result immediately; - You can easily include or exclude any features (on fly). But for production it's good to implement resource consuming parts in C++.
×
×
  • Create New...