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DaDonik

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Everything posted by DaDonik

  1. I don't know Blitzmax, but in the C/C++ version of LE2 every TEntity, TModel, TMesh, TWhatever is just a pointer. That means you are not creating a copy of the actual thing, just a copy of the pointer to it.
  2. I'm looking forward to the open beta, or a closed beta invitation. =)
  3. The i++ version creates a temporary copy of i, increases i by one and returns the copy. The ++i version just increases the value of i by one and returns it.
  4. I have another little optimization for you. Always use pre incrementing values where possible, like ++i instead of i++.
  5. I'm not sure about Mirrors Edge, but Battlefield 3 uses http://www.geomerics.com/enlighten/ Since Mirrors Edge was also made by Dice, i'm convinced it uses the same technique.
  6. Hmm in that case i think you just have too many roads ^^
  7. The best program for creating huge maps is...well the Editor. It sounds more like your PC is not up to the task. Would be kind of helpful if you could put your system specification in your signature.
  8. You should ask someone in a Flight Simulator X forum. This forum is for Leadwerks Engine, which has absolutely nothing to do with FSX. Also the pdf's DigitalHax posted are for Leadwerks Engine...
  9. If you put an environment object into your scene, you can adjust the view distance in it's properties.
  10. DaDonik

    Terrain Test

    Looks good, but where is the sunlight and shadows?
  11. Like Benton said you can split your mesh into several meshes, UV map them seperately and then export them together as one object. In the end you have one .gmf file that contains seperate meshes, each with it's own textures. I use Blender, so i can't help you on anything C4D specific.
  12. This is getting funnier with each post...ehh spam.
  13. It's not a native feature in LE2, but it is possible. Just keep in mind that it needs to render everything twice which will pretty much cut your framerate in half. Btw it's called Leadwerks
  14. Unlike most other graphics engines LE2 uses deferred rendering, which has a high initial performance impact. The good thing is the performance will not drop as fast as in other engines if you add models and lights My guess is that your graphics card is not quite up to date. What do you have?
  15. If you use Vista or Win7 you have to accept that you are not the master of your windows partition anymore. Try installing it on a different HDD or partition, thats what works for me.
  16. Stange problem you have there ChrisMAN. I never had problems converting big meshes, but i use UU3D for model conversion. If you have some money to spend i recommend buying UU3D(you won't regret it). Other than that you could upload the mesh somewhere and PM me a link, so i can have a look at it. 29mb compressed to 1k?!? Never laughed that much, thx
  17. I would say it really depends on what you want to achieve. Both are valid options. In case you have lots and lots of rooms there will be a noticeable speed difference between using one or four entites per room. If you have a room like yours with ~400 polygons i see no reason to make it 4 seperate entities. It would be a good idea if a single wall had thousands of polygons, but with 400 it's not necessary in my opinion.
  18. DaDonik

    Getting Fun Now...

    Don't promise me fun, i want to have fun with it now! =)
  19. Check this page: http://www.leadwerks.com/wiki/index.php?title=UpdatePhysicsCallback It made me assume that the physics engine is constantly updated at 60hz, if i do it like: UpdateWorld(AppSpeed());
  20. It's actually based on the physics update rate, which is 60. But you are right, if i move sth without physics i would get in trouble =)
  21. I can't give you precise information about "move" and "acceleration", but i can say that those values are not frame rate independent. Means you still need to multiply the passed value by Appspeed() to get it right. What i use is a macro for ((1.0f / 60.0f) * Appspeed()), which allows me to use meters per seconds everywhere.
  22. Thats so true, once you have it you won't go back.
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