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Posts posted by Benton
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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.
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Will we have dynamic cloth, dynamic fluid systems and soft body's in LE3D?
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Oops my bad. Thought he said 29k not 29MB.
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Is the .gmf correct? Is there a problem? I think .gmf compresses the files...
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There will come a time when we write apps on the devices themselves.
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haha
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I have an iPod Touch. And you can do MOST of your work with webpages, and the stuff you need to use GUI elements to do, you can just code that in objective-c.
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I like the one with the foam better...
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As far as I know, for iOS you can only use C#.
But I second what Rick said. Create webpages that are installed with the app, so your app just loads the local webpages. Much faster and easier to implement.
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Read. The. Docs.
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Smash, maybe it's your computer...
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Export from Blender into .FBX.
Then use the MakeFBX program that comes with Leadwerks.
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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?
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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
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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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This is very awesome
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So now it's 'this year' and not 'this summer'?
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Not bad iOS game. When I find my iDevice I will have to give it a go. What did you make it with?
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You will also lose the possibility of more time
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If we support Linux, it will be a native build, not an emulation.
+10
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Networking on mobile is currently possible, but most people who play games on mobile are so-called "casual gamers" and play games to kill 5 minutes, not to sit down for 10 minutes to find someone online to play with. At its current state networking on mobile is not really a good idea.
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I shall manage this by using Leadwerks3D
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You could also do this in Blender, using the remesh modifier.
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You have memory problems remembering your STD's?
Joking joking...
The Ocean thread (the new one)
in Showcase
Posted
The only thing you might need to do is cut them into chunks so you can so some LOD'ing