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VeTaL

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Posts posted by VeTaL

  1. Thanks for your answer, high compatibility of the other platforms is a very large plus.

     

    But what about those users, who havent enough powered computers(or maybe its a driver bug, or something like that)? For example, for launching Leadwerks on that machine (notebook GeForce Go 7300), i needed to shut down lights at all, looking like this is because of differed shading. Cant you increase Leadwerks's compatibility by adding some poor lights or something like that?

  2. This is general question, so i ask it in the general forum.

     

    First of all, the picture of Leadwerks is really great. I saw a lot of great videos on YouTube, and here are our videos.

    Maybe, some of you saw this videos, but i want to say, whats impress me:

    First touch:

    Texturing:

     

    On the other hand, Leadwerks doesn't start on some machines (notebook GeForce Go 7300), give some artifacts(on ati x1950 and 7950gt), and grass gave 3 FPS (on 7600 gt):

    41448486.jpg

     

    Third one is great optimization. I read Josh's blog and watch appearing new features, so i can say that this engine is very potential.

     

    So, the question: why OpenGL? Why not DirectX, wich is tested, used and supported widely? Don't you afraid that user would have artifacts like that on their machines?

  3. //The other reason to do this is that most 3rd person games allow you to rotate the camera freely from the player rotating. By having a player pivot that follows the player, you can just rotate that and the camera will follow since it's parented to that player pivot. This will rotate the camera independently from the player very easily.

     

    Of course, i just wanted to handle camera to something like player :)

  4. //Physics body can get stuck

    No-no... without physic, just for collision detection.

     

    //I would however move the camera closer only when all picks can't see the player, and not when only 1 can not see.

    Why? Then, its better to send only 1 pick, from the camera point.

  5. And... what about collision detection for camera?

    What is faster:

    - to send 4 rays from every corner of the camera to player, if something intersect ray, then move camera closer

    - create pseudo-physic body(capsule, maybe) without mass, and place it between camera and player?

  6. I want to continue this thread about camera.

    I'm programing on Lite-c about 6 years, so usually i place 3rd person camera with converting sphere coordinates to XYZ coordinates, something like

    		// moving camera around center
    		camera.x = center.x - camera_distance * cos(entity.pan) * cos(camera.tilt);
    		camera.y = center.y - camera_distance * sin(entity.pan) * cos(camera.tilt);
    		camera.z = center.z - camera_distance * sin(camera.tilt);
    

     

    Now i'm interested in "parent" variant.

    // 1) So, now i place camera
    camera = GetLayerCamera(layer);
    
    // 2) Then i move it on the offset to pivot
    PositionEntity(cam,Vec3(0,4,-2));
    
    // 3) And last one i set pivot to camera's parent, so it would follow pivot with offset.
    if (!pivot) {FreeEntity(pivot); }
    pivot = CreatePivot(target);
    EntityParent(camera, pivot);
    

     

    Now the question: how can i control offset? For example, i want change distance to pivot as player rolls mouse wheel... Do i may to re-position camera as on 2nd step and then assign it to the pivot like in 3rd step?

  7. Em... well, i need shadows on the model ;)

    If setting static casting shadows, there is no shadows, btw.

    But as the light is static(for now), its supposed to be 0 shadows polygons, due to using the new feature...

     

    Well... then, maybe its a little offtopic, but what is the difference between static and dynamic shadow casting?

    post-648-12673533349396_thumb.jpg

    post-648-12673533602222_thumb.jpg

    • Upvote 1
  8. I mean the terrain that the editor generates that is not a part of your model. If there is terrain inside of editor in the scene that you are viewing your model in, then it will be added to the total number of polygons being drawn in the statistics.

    No, there is no terrain at all... I'll rebuild a new level by myself to be sure.

     

    when you convert to gmf, does it automatically convert polys to triangles? so if you had say a 3dmax model with a 4sided poly that was converted to gmf, it would become two triangles? it seems to do this, but maybe its just the way i am doing the conversion...

    Looking like Leadwerks works good with 4-sided polys, so no needs in triangulation...

     

    Okay, thanks to both of you: as we would rebuild level, i thing we would be able to find, where is a problem.

     

    PS: i rebuilded level by myself (with old models, still without instancing) and get 99K... Looking like there was designer fault. Anyway, shadow polys are still non-zero even as i played with light's properties: Active and Enabled, Shadow casting, Culling, Distances.

    post-648-1267349975326_thumb.jpg

  9. Thanks, i'll resend this to him :)

     

    Okay... Looking like engine needs 120 Mb to manage model, that weights 19 Mb... But what about polygon count? I'll tell him to play with lights (i think, he makes them all dynamic, so after making them static, shadow polygons may gone), but how can i decrease numbers of polygons from 762K to 100K at least?

  10. Greetings

     

    I have some problems with Converter and Leadwerks Editor.

    Our 3d artist created Citadel in Max:

    http://leadwerks.com/werkspace/index.php?app=core&module=attach&section=attach&attach_rel_module=post&attach_id=399

     

    Then, using converter ( http://leadwerks.com/werkspace/index.php?app=downloads&showfile=7 ), he converted it to several models Citypart1.gmf-Citypart7.gmf and so on and a scene with completed citadel: scene.sbx

    http://leadwerks.com/werkspace/index.php?app=core&module=attach&section=attach&attach_rel_module=post&attach_id=400

     

    As you can see, in MAX model consists of 96K triangles (well, about 100K), but Editor shows that there is 762K... Whats wrong?

     

    Also, Editor shows that there is only 19 Mb used, but Task manager dont agree with this and he says that there is 133 Mb used by Editor.

     

    PS: i updated Leadwerks to last version(there may be shadow-saver feature), but i still have 122K shadow polygons (in addition to 636K model's polygons, but there may be lower then 100K). And 0.2 FPS:

    http://leadwerks.com/werkspace/index.php?app=core&module=attach&section=attach&attach_rel_module=post&attach_id=402

    post-648-12672887824514_thumb.jpg

    post-648-12672887983065_thumb.jpg

    post-648-12672900326523_thumb.jpg

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