1) When you're about to make a FPS, thats the type of game where leadwerks really
rocks. Built in character controller and very nice lighting options are awaiting you
2) The performance mainly depends on the screen resolution and the amount of post processing shaders you use. For the shaders, those can be simply set on/off by one line of code. Same for the resolution of course
You can easily let the end user choose how much performance they want to sacrifice for all those neat effects. Anything below a Geforce8800 will not be able to run in FullHD resolution with all shaders on, but that is just technically impossible.
3) Several thousand objects in a scene are no problem for LE. At least when they are not all visible at once.
Looks much better than any of my attempts
Nice polygon layout you have there.
Looks like the specular of your clothing might be to high. Maybe post another image with a different lighting setup.
When you load sth with Load scene, all the entities are parented to the scene.
You have to unparent them from the scene, to get it working. A least that is
what i think will solve your problem.
The trial version also tells met that it is expired...
Tried running as admin and in several compatibility modes. No luck
I'm really playing with the thought to buy it, but not if i can't try it before...
PS: Prelight works fine, just PureLight not
I own both, "Fraps" and "ZD Soft Game Recorder".
For recording videos i prefer the GameRecorder, as it seems to produce less lag, when recording.
Never tried recording sound, but you could give it a try.
From my experience FontHeight() and TextWidth() are not returning correct values when using any font other than the Arial9 that comes with the engine. So i advise you to test the functions before you start relying on them. Maybe it has been fixed or i was wrong, dunno.
I'm not using vegetation, but i have an idea...
You can make a few long and thin physic boxes which you attach to your player.
Just like the whiskers of cats. Set the third parameter of Collisions() to 2 (= no response collision).
That way the collision callback of your feeler will be called when it collides with something, but
there will be no visible collision. The rest should be identical to your solution with raycasts.
The only thing you need to make sure is, that both entities you pass to EntityVisible() are meshes.
Apart from that your code should work, but i have not used that command for a while.