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DaDonik

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Posts posted by DaDonik

  1. File Name: Dirty Comic Shader

    File Submitter: DaDonik

    File Submitted: 03 Aug 2011

    File Updated: 03 Aug 2011

    File Category: Shaders

     

    Just replace one of frameworks post effect with this shader.

    For example rename the shader "hdr.frag" and replace the "hdr.frag" in the postfilter folder with it. Then startup the editor, enable the effect and there you go :P

     

    Here is a picture of the shader in action:

    gallery_48_102_134361.jpg

     

    Click here to download this file

  2. When you only look at engine commands, every language is the same speed, because they all call the same commands from the engine.dll.

     

    In general i would sort the languages like that: C++ (fast), C# (almost as fast as C++), LUA (not quite as fast as C++)

    So you see it's pretty much a choice of programming taste :P

  3. Thanks guys! Looks like i have to clean up the code then. :P

     

    It's already running in the editor. I use it instead of hdr, but i'm wondering if there is a particular post effect no one really uses much. That way only the "least" important shader will be lost for those who use the comic shader.

  4. Hi there!

     

    I was editing an older shader today to help out Engineer Ken with his Borderlands idea and it turns out to look quite nicely. Therefore i decided to share some images with you and also share the shader if there is enough interest. The code is a mess atm and i need to clean it up first.

     

    Performance wise it's less demanding than SSAO.

     

    This is just SSAO and DirtyComic shader running:

    gallery_48_102_134361.jpg

     

    This is the same scene without DirtyComic. SSAO is still on:

    gallery_48_102_50335.jpg

     

    I must admit that i set up the ambient light to 0.5, because otherwise the final picture would be too dark. Thats the reason why the normal LE rendering looks so washed out.

  5. Pixel is right, it's a problem with the framework. I don't know exactly whats the problem, but from what i remember it would need an additional buffer and an extra render pass. That would cost some frames just to see water behind heat haze effects :unsure:

  6. Then it's just because of you computer. Deactivate all the posteffects and you should see a big impact on the framerate.

    If that doesn't help much, then you should get a better graphics card. Sad but true :(

     

    I just tried it and using the waterplane i lost 0 fps. Stays at 170fps having half of the posteffects on.

  7. The easiest way to create a flat terrain at maximum altitude is to import a plain white texture as a heightmap.

    You can then change the maximum altitude from within the terrain properties menu on the right.

    Hope that helps :(

  8. There was a problem a while back, where the particles were not rendered when there was water behind them.

    Actually it's not a problem of the engine, but a problem of framework. You have to do at least one additional

    rendering (speed penalty) to get it working and therefore it's not available by default. I haven't tried it the last few months, so

    i'm not sure if that is still the case with framework.

  9. You guys shouldn't take that all too serious. When someone writes something you don't like, where you think it doesn't make sense, ect.

    Just ignore it :rolleyes:

    You have to take Metatron's comments with humor, thats all.

     

    In todays world everyone stumbles across people they don't get around with.

    Do it just like you would do out there on the street. Just don't be bothered by that person...

  10. Leadwerks Engine 3 is currently in development and i'm pretty sure i won't be released in 2011.

     

    Regarding your graphics card, any of the really nice graphics features will kill your performance.

    I highly recommend you to buy a "real" graphics card if you are into game development.

  11. Hi there!

     

    Just a really simple question: Will LE3's gmf format be exactly the same as LE2's gmf format?

     

    I'm asking this because i intend to make excessive use of the gmfsdk and i want to make sure

    that my work will also work with LE3.

  12. You need to make a special collision mesh. (.phy)

    The automatically genererated physics body is just for static meshes.

     

    I'm afraid that tool is not in the evaluation kit. It's called "phygen.exe" and is part of the SDK when you buy it.

  13. Picking only works on the mesh and not the body.

    So in your case you try to add a force to a mesh.

     

    This function will return the model/body of your picked mesh:

    TModel GetMeshModel(TEntity _Entity) 
    {
    string strClassname;
    while (_Entity != NULL) 
    {
    	strClassname = GetEntityKey(_Entity, "class");
    	if (strClassname == "Model") 
    	{
    		return _Entity;
    	}
    	_Entity = GetParent(_Entity);
    }
    return NULL;
    };
    

     

    Then you can pick your entity like that:

    TEntity GetPickedEntity(TEntity _Entity, float _fRange, TPick& _PickData)
    {
    TEntity ReturnEntity = NULL;
    if (EntityPick (&_PickData, _Entity, _fRange, 0.01F)) 
    {            
    	ReturnEntity = GetMeshModel(_PickData.entity);
    }
    return ReturnEntity;
    };
    

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