Jump to content

Brutile

Members
  • Posts

    314
  • Joined

  • Last visited

Posts posted by Brutile

  1. In that example, I would personally create a script just for the walls that apply a force to any object that touches it. That way it stays consistent, but that might not be what you want, so I guess its up to you how to go about it. You could either do the collision on the player and check for a name, or a have a script for the walls that checks for the player (or maybe all objects). If your walls don't specifically have a collision shape, then I would write a script for the wall to create a collision shape.

  2. My original question was due to the fact that I made a similar demo with a much bigger size (double, or even tripple) on another engine and was getting something like 2000-3000fps and there was no stuttering at all. I just felt that something was hindering the performance somehow.

  3. I would experiment with the chunk size and see what gives optimal performance.

    I did this previously. 32x32x32 seems to be the largest size without stuttering when rebuilding the chunk.

    Maybe you can even cache subchunks (like 16x16) and then merge them into larger chunks (maybe 64x64) if you want the best combination of performance and rebuild times.

    Is there a way to merge meshes without needing to create a whole new mesh? I know I'd probably need to recalculate the AABB, but if I could easily merge meshes and even collision shapes, that would be awesome.

    Cool demo!

    Thanks!

  4. Ok I see what you are doing. If you are using that many entities, I think you are going to have performance issues regardless. Also, I wouldn't consider 150 FPS low, especially for this type of scene. I mean, you are using a huge number of blocks and still getting that framerate. It would probably be the shadows that cause the biggest slowdown.

    There are only 256 entities, and there are no shadows being drawn.

  5. Leadwerks is using a deferred renderer right?

    I'm just wondering what kind of performance impact this is having, and whether it is necessary to be used for every game. I remember back when I first bought Leadwerks, I was getting 1000fps in a small scene, but it seems to be dramatically less now-a-days.

    Is this something that can be made a setting, so we can use deferred rendering for graphically intense games, but turn it off for games that require high amounts of geometry?

  6. You need to set the input for crouch. See below. I'm not sure why it wasn't included in the tutorial.

     

    self.entity:SetInput(self.camRotation.y, playerMovement.z, playerMovement.x, jump , self.crouched, 1.0, 0.5, true)
    

    • Upvote 2
  7. You could always open up Photoshop or GIMP and create a heightmap using cloud filters. You would have to paint the textures manually, but that's not nearly as difficult as painting the height.

  8. Hi

    Thanks

    I not a coder

    But I can't get this to work, when you run it there is nothing there but it's shadow, you can see something when you shine the torch on it but it's not looking like a hologram, just some sort of shadow

    Make sure this code goes in the fragment, not the vertex (there is a dropdown at the bottom).

  9. Thanks for sharing Angelwolf.

    I'm from Australia and I'm 21. When I got the original XBox when I was 6, I was always thinking of how I would make the games better and discussing them with my brother. I discovered Unity in 2010 (I think) and was using that to learn how to make games. When I heard about Leadwerks on Steam, I grabbed it as it was a full engine with a reasonable price and no limitations. Making games is a hobby, but I would love to go professional one day. Sadly, Australia is a bit lacking in the game development area, but I can still become an indie developer if I could actually finish something :P I bought a PS4 also, but sold it because I never played it. I prefer PC controls anyway.

    • Upvote 1
  10. I was using black and white as an example, I didn't mean it literally.

    I'll explain it in images.

    I've attached two images, imageA is what I want. imageB is what is happening.

    Notice the blending in imageB. If the object has 3 different colors, I only want 3 colors being rendered, not any in between colors.

    post-9910-0-32645600-1456357323_thumb.png

    post-9910-0-15391500-1456357329_thumb.png

×
×
  • Create New...