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DaDonik

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Posts posted by DaDonik

  1. 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 :D

     

    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 :D

    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.

  2. The trial version also tells met that it is expired... :(

    Tried running as admin and in several compatibility modes. No luck :mellow:

     

    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

  3. 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.

  4. 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.

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