DaDonik
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Posts posted by DaDonik
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I don't want to sell a treepack
My question was if i could use them in a game, when i put them in a password protected zip.
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If you really want to know how your game will behave on a slower PC, it's not enough to slow down you CPU. You should also remove your GPU and put in a really bad one.
Does this mean that AppSpeed can't be relied upon to give you the same results on two different computers?AppSpeed returns 1.0 if your game runs at 60fps, 2.0 at 30fps and 0.5 at 120 fps. I tested this on 3 different PC's by just increasing/decreasing the amount of cubes i render. It was not a precise measurement, but at around 30fps AppSpeed returns ~2.0.
It does not seem to be the application time either as it the would start will 0.I could be wrong, but i think that AppTime() just returns the system time (time in milliseconds since startup).
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I think macklebee means: EntityShadowRange and EntityShadowMode
So yeah, it's already possible in LE2.
To me it seems like you just request random things for L3D. Things which are already possible in LE2 or things that would make L3D into a GameCreator instead of a good GameEngine.
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Normally i have my mouse set to extremely sensitive, but it's very slow in your game. Nothing serious though, just make an option for that later. I can't help it, but it looks funny when you strafe and walk at the same time. Apart from that i like it
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An instanced model is only represented once in memory. Every other instance of the model just has some sort of pointer to that models data.
The noninstanced model has the whole data for each instance and requires more memory as well as more GPU power.
You're right Roland, by default LE uses instancing for every model. Maybe Clackdor has a wide variety of different models, i dunno.
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As long as you don't redistribute them.
That means you have to put them in a password protected zip and you're fine?
Just tried 2 of those trees and the polygons range from ~9.000 to ~120.000. So most of them may be not suitable for ingame rendering.
Using UU3D you can easily reduce the polygons, but i doubt it's possible to reduce a 120.000 polygon tree down to say 5.000 without destroying the UV map.
Anyway they look pretty good, nice find diedir
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Cool. Looks pretty natural.
Now things like, crouching, jumping, running, idling, sneaking, dying,... i could go on
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I don't exactly know what these batches are, but from what i read it's good to have as few of them as possible.
For example different instances of the same model can be drawn in one batch, therefore it's much faster then using noninstances models.
For the world render time i think you are right, it's most likely just the time it needs to render everything that was created in this world.
The octree is used for occlusion culling AFAIK. So it's just the time the engines needs to update the octree to represent your scene with the current camera and entities positions.
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Try setting the framework effects after you rendered once. I think i had some problem with that, too.
Like:
m_pEngine = new LEO::Engine("Montana",ScreenWidth , ScreenHeight); m_pFrameWork = new LEO::Framework(); BP L = GetLuaState(); SetGlobalObject( "fw",(TEntity)m_pFrameWork); BP lua = GetLuaState(); lua_pushobject( lua, (TEntity)m_pFrameWork); lua_setglobal( lua, "fw" ); lua_pop( lua, 1 ); m_scene = LE::LoadScene(FileName.c_str()); while(!KeyHit(KEY_ESCAPE)) { if (KeyHit(KEY_G)) { SetHDR(1); SetSSAO(1); SetBloom(1); SetAntialias(1); SetShadowQuality(1); SetTextureQuality(1); OcclusionCulling(1); } m_pFrameWork->Update(); m_pFrameWork->Render(); <-- crash when calling Render Flip(0); }
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Looking good!
In case you want some critisism, the dragons skin could use some normalmapping. It looks very flat for dragon scales.
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I'm not sure if changing the materials will be possible in Leadwerks3D, because it is not yet released.
In Leadwerks Engine 2 there is no way to change the material for a specific instance of a model. You
pretty much have to copy the .gmf file and rename it. That way it is the same model but you can use a
different material for it.
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I think Clackdor pretty much summed it up.
I'm a one man show myself (regarding the coding part) and the main things that stop me from releasing any code are:
1) Much of the code is interweaved to some point and it's not possible to give away just a part of it.
2) I really have no time to give much support for the ppl that would use my code
My personal opinion is, that LUA model scripts are pretty much the only thing we could really share with each other.
But then again someone might have set additional global objects (SetGlobalObject()) which not everyone has. That
leads to problems, especially for new users or programming newbies.
Someone should maintain some kind of game frame, where everybody can add classes, scripts, ect. that would then
get tested by that person and included to the game frame. That would be sort of a fulltime job...
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Josh i really love all your work, but that idea is totally crazy.
Just keep it as it is, because it's fine that way. Some people will always
post in the wrong forums, but normally there are moderators to move these
posts to the proper location.
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1) Minor updates (version 2.xx) will be free. I doubt there will be any more updates, because LE3 is coming sometime next year.
Buying LE2 now and then upgrade to LE3 will be cheaper than buying LE3 only.
2) You can make any number of games without paying any fee or something. The only thing you have to keep in mind is that
you are not allowed to make a game that is completely modable, like e.g a GameMaker.
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Renaming the model file and not removing it from your scene will most
likely result in a placeholder which can still run the script.This is
because the .sbx scene file will still have the information about the
model you just renamed. Therefore it can't find the model and maybe
uses a pivot or some other placeholder for this. I'm not sure, as i never
tried it. I do it the proper way, which is removing it in the editor first,
then renaming/deleting the model file.
Dunno if i got your question right, don't hesitate to ask again
PS: there is no lua debugger in LE2, YOU are the debugger...
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Number 1 is certainly not the way to go. I would go with number 2, as it makes assembling new levels possible and will
most certainly run faster (depending on scene size, ect.).
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Sorry Rick, but it can't be parallax mapping. In the last screenshot you can see that it's real geometry. Just look at the pillar, you can see through between the stones.
My guess is it's modelled in 3D and textured nicely. Can't be tesselation, because the stones have hard edges. Looks just like beveled cubes to me.
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There is no way to automatically collect all used files. Normally you know which files you use in your level.
I for example just zip my whole "Data" folder and i'm fine.
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The Firepit example does set the world to the transparency world and back to normal after all emitters are created.
Looks like you overlooked that Rick =)
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Thanks for uploading these!
Will come in very handy when i get my hands on networking
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Have you set them on a diet, or why are they only bones?
They look good!
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Looks like Microsoft is shoveling its own grave here.
Issue with Dirty Comic Shader.
in General Discussion
Posted
Ok, so Ken already said most of what i could say, but i can add at least one more thing.
Since the shader is highly dependent on the depth buffer, you can increase the near camera range to get a better effect. I really only tested the shader in
indoor environments, because it's in the nature of the depth buffer, that it looses detail with distance. So pretty much all you can do is adjust the near camera range in order to get a better effect or try tuning the values like Ken said.
Edit:
Decreasing the far camera range also has an effect on the shader. I recommend playing around with it =)