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Posted by Josh Klint, 11 January 2017 · 0 views

A new build is available on the beta branch.  The editor and Lua executables are updated, only on Windows at this time.  Everything is updated, including the beta branch of Game Launcher, for Windows and Linux.

I believe I have fixed the crashing in the new light management code.  I also added a small optimization that checks if a moved light has the same 4x4 matrix it did at the time of the last shadow render.  This makes it so if you are standing still and nothing is moving, the flashlight shadow won't update unnecessarily, even though your code is repositioning it each frame.  This is a very small improvement, but I want your games to run as fast as possible.

I've added experimental support for frame limiting.  This works by passing a second optional parameters to the Context:Sync command specifying the max framerate.  This can be used alone to cap the framerate without VSync:
context:Sync(false,60)

It can be used to cap the framerate at any arbitrary speed:
context:Sync(false,90)

Or it can be used together with VSync enabled to cap the framerate and prevent screen tearing:
context:Sync(true,60)

This is experimental, and may change before the final release of version 4.3.



Why do I get "Who is calling this ?"
Same message, editor won't start.
Oh, I see.  Give me a minute...

tumira, on 11 January 2017 - 12:39 AM, said:

Why do I get "Who is calling this ?"
and then it just exits the program when you close out that window...
Okee-dokee, it's updated now.
Definitely awesome update. Almost all jerkiness and hitching is gone without the need to use the max-prerendered frames=1 in nvidia control panel or third party frame limiting tool. Really good update! . Thank you josh for this.

Been holding out from using leadwerks for almost a year because of this. Performance is also really2 good now with this new update.
When can I use new c++ lib files?
Allright!!

Quote

I also added a small optimization that checks if a moved light has the same 4x4 matrix it did at the time of the last shadow render.  This makes it so if you are standing still and nothing is moving, the flashlight shadow won't update unnecessarily, even though your code is repositioning it each frame.
When objects other than the light move, the matrix of the light stays the same. So does this mean that shadows for dynamic objects are only updated, when the lights move?
No, an object moving will invalidate all dynamic shadows both within its old bounding box and within the new one.
Everything is now updated, including the beta branch of Game Launcher, for Windows and Linux.  Since this update makes such a big improvement I want to test it, finish up OGG support, and put this out as 4.3 as soon as possible.
great work :)
Hmm, seem to be having issues when you exit the launcher, Steam still says it's running, other than that great to see.

Just tried VecDemo, never went below 100fps, averaging 130~ on my system and ultra wide screen res.

Also don't forget the Editor Only Blend Mode being built in probe reflections. .  :B

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