Gardowyr
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Posts posted by Gardowyr
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Why don't you try to implement your own perlin noise based algorithm?
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Are you sure that's your locker? It looks more like your terrain.
Have you tried increasing the zoom value of the camera? I have almost no idea on how the orthogonal mode of the camera works, but it might be worth a try.
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Argorios: Try adjusting the LOD and view range of your vegetation layer.
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You should make sure your phy file isn't a phy tree file - those are just for static objects and not for physical interaction except collision. Try to generate a convex hull instead.
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Have you tried using EntityType and maybe even SetBodyMass?
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Thanks, I feel a lot better now (no, not because of the plus votes but because there are a few people who understand my sense of humour ).
This still does not change my opinion about the board software's behaviour.
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I think Masterxilo's PhysX implementation looks like it's working very well - what makes you think it's not usable yet, Joshua?
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So it's working now?
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What exactly does your code do at the moment? Don't forget to use EnablePolledInput unless you have called Graphics() or MouseX() and MouseY() won't return anything of use.
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Yeah, I actually am. I just wanted to express that this is a rather strange (but hilarious) behaviour of the board software and I'm sorry if you don't like my sense of humor.
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I can't even begin to imagine how big of a pain this would be.
That would be great for benchmarking - place thousands of items in a soft body and look how fast the single threaded physics engine handles it . The final score will then be calculated by multiplying the amount of pork in your bag by the framerate (e.g. 10000 * 0 = 0 points).
Even my simple cloth code is awfully slow, I guess a bag with items inside and some kind of complex soft body wouldn't be much faster.
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Thank you very much! That's exactly what I need at the moment =)
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Although that's kinda good for my reputation - is it possible to disable this "feature"? I've plus voted one of my posts by accident and have a very bad conscience now :\
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Rock
in Game Artwork
You're very generous and your models look great. I have a question about the rock texture though - it seems to be a bit low res on the screenshot? I wonder whether that's caused by the compression of the screenshot?
Thanks
Erik
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GCSetMode(2) will cause a continuously increasing memory usage if you try to use it with Leadwerks Engine. I don't know if it's still the same but I had some gc related problems back in 2.24 when BlitzMax's multithreading feature was in the early stages of development. I tried to get libvlc to render a video to a texture and although it worked pretty well - the speed was awful due to BlitzMax's mt garbage collector - however, I think that might not be an issue in 1.36 anymore.
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I completely agree with Tyler. The current way of dealing with those info objects causes a massive overhead and should be replaced with something more streamlined such as a way of just placing an info xml/ini/whatever file in a folder instead of having phy spheres and invisible objects everywhere. Just think of AI nodes or emitters, there might be an enormous number of those in a finished scene.
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Double post.
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The new Palms pack looks great and seems to have absolutely no issues =)
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The evaluation version does not have any components to program with so the tutorials wouldn't be very helpful to you at all.
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I think a public list does make sense. It enables us to directly ask the authors of the conversion in the (hopefully rare) case of problems:
- Palms
- Brush Wood
- Northern Vegetation
- Flowers 1
- European Foliage and Trees 1
- Medieval Market Place
- SciFi Hoovers
- SciFi Tanks
- Viper Scout
- Town Castle (Although there seem to be some normal related problems with the LOD stages. I don't know whether they are related to the conversion and I doubt it to be honest)
Working on:
If you disagree - tell me. I will remove the list then.
Best Regards,
Erik
- Palms
Free Copy of Maya
in Tech Talk
Posted
Thanks Eagle!
That's indeed a lot of great software they're giving to students.