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Benton

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Everything posted by Benton

  1. Yeah, GUI is needed to call LE3 a compleat solution for designing games.
  2. +10 I think it is a very important feature
  3. I also want ease of use. I would rather get a game done quickly and maybe a bit sloppy, rather then write the best code ever and gain .5 fps
  4. If you really want LE3, then buy LE2 if only for a cheaper upgrade. That's what I did, I used LE2 for one project that needed the terrain system, but I don't plan to use LE2 much more because I am focused on mobile development. So right now I am working on art so when I get LE3 I can get a game done quickly. If you want to use LE3, then buy LE2 because it will be cheaper to upgrade.
  5. The only thing you might need to do is cut them into chunks so you can so some LOD'ing
  6. Benton

    Amazing Tools

    Maybe but the code should still work to make sure there is no intersecting. Because it might be only an inch with the teapot, but with other models it might be more...
  7. Benton

    Amazing Tools

    Make sure the collision mesh is always slightly bigger then the model, in the picture of the teapot, some parts of the collision mesh are smaller then the teapot, which could look weird when it actually collides with something.
  8. Probably pretty small. Any programmer can program in 2D space, but add 3D models and the like and it gets way harder. And it is way easier for a beginner to make a 2D game without a line of code.
  9. Will we have dynamic cloth, dynamic fluid systems and soft body's in LE3D?
  10. Oops my bad. Thought he said 29k not 29MB.
  11. Is the .gmf correct? Is there a problem? I think .gmf compresses the files...
  12. There will come a time when we write apps on the devices themselves.
  13. Damn I'm going paintballing with some buds then...is this the ONLY one you are gonna do?
  14. I like the one with the foam better...
  15. They both win a half of LE3! Rick you get the editor and Roland gets Lua! And Chris, for putting them on the right track, gets the compiler!
  16. Smash, maybe it's your computer...
  17. Export from Blender into .FBX. Then use the MakeFBX program that comes with Leadwerks.
  18. Yes but when I import a model from UU3D I delete the limbs. In the model viewer, it shows 0 limbs. Maybe I am mistaken? I often am... In any case, once you get rid of the limbs its the drawcalls you need to watch out for. Can Josh verify if it is per light-pass and/or per material?
  19. I don't really know about limbs, but I know from experience with other engines that mobile should only have about 30 drawcalls at the most. PC can handle more, 400 is OK. I don't know about Leadwerks, but depending on how the engine is built, it could be per-material. And it could also be per-lightpass, so if you have 7 dynamic per-pixel lighting one model/material could cause 7 drawcalls. What you want to do is batch models, so they are called in one drawcall. Now that means if you batch every rock in your scene, every rock will be rendered, even if it is not in the camera. So batch models that are close together. So you could batch the entire building, or every few walls. I don't really understand Chris's obsession with limbs. As far as I know, you can have a model without limbs, and therefore no performance hit. But maybe I am wrong. But yeah, the more limbs, the more performance is going to drop. Anyway, my rule of thumb is to group models that are close together into one batch. Do not worry about your building being one model, worry about drawcalls. I tend to worry more about drawcalls and opacity then about polycount, but then I come from mobile roots, so you can't blame me
  20. Oh I know! LE3 successfully saw into the future...and Unity is going bankrupt!
  21. Well really, you want as few drawcalls as possible. So if you can group the 4 walls into one drawcall, thats the way to go.
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