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  1. Today
  2. Ah but, we have an overarching design goal: speed. Vulkan strongly prefers static structures of settings. Therefore we will do things in a way that optimizes performance.
  3. The mentally impaired and color-blind person in Borneo my well just be experimenting. Creativity becomes muted if everyone connects the dots in the same order. Tools like this encourage experimentation which I think is a good thing?
  4. 80 FPS on my laptop. Looks great.
  5. combustion, and "knocking" is an abnormal combustion. Simply put, knocking is a pressure disorder in the combustion chamber caused by abnormal combustion. Eaton Char-lynn Motor explains the cause of motor knock Cause of knock Before you talk about the cause of the knock, you need to understand two things. First, the mixture is burned in the combustion chamber, and the flame spreads around the ignition point in a "wave" manner, so it takes a short time from ignition to complete combustion of the oil and gas. Second, although oil and gas need to be ignited by spark plugs, the environment of too high temperature and high pressure will cause spontaneous combustion of oil and gas. The general knocking is because the flame has not completely diffused after the oil and gas in the combustion chamber is ignited. The remote unburned oil and gas is self-igniting due to high temperature or high pressure, and the flame collides with the flame of normal combustion to generate extreme pressure, which causes the motor to produce abnormality. tap. There are several main reasons for knocking: First, the ignition angle is too early: In order for the piston to gain power immediately upon entering the power stroke after the end of compression top dead center, it is usually pre-ignited before the piston reaches top dead center (because it takes a while from ignition to complete combustion). Too early ignition will cause most of the oil and gas to be burned when the piston is still in the compression stroke. At this time, the unburned oil and gas will undergo extreme pressure and spontaneous combustion, causing knocking. Second, the motor excessive carbon deposit: The motor excessively deposits carbon in the combustion chamber, in addition to increasing the compression ratio (generating high pressure), it also generates high temperature hot spots on the carbon deposition surface, causing the motor to knock. Third, the motor temperature is too high: If the motor is too hot, the intake air temperature is too high, or the motor cooling water circulation is poor, which will cause the motor to be hot and knock. Fourth, the air-fuel ratio is not correct: A too lean fuel-air mixture ratio will increase the combustion temperature, and an increase in the combustion temperature will cause the motor temperature to rise, which is of course susceptible to knocking. 5. The fuel octane number is too low: Octane number is an indicator of fuel knock resistance. The higher the octane number, the stronger the knock resistance. For engines with a high compression ratio, the pressure in the combustion chamber is high. If fuel with low knock resistance is used, knocking is likely to occur. https://www.xjetl.com
  6. An adjustable per-animation speed setting is something I would like to add in the future.
  7. Good day, everyone. I'd like to see if I can minimize the use of Time Remapping / Animation Playback Rate on my models and animate things in Blender in "real time" as in. At the default playback in Blender, I find myself having to speed up the imported animations in LW.
  8. aiaf

    Level01a

    Duh microsoft, Its mpeg4 , guess you could download the file and play it with vlc , or use a proper browser chrome/firefox
  9. Josh

    Level01a

    "This type of video file isn't supported" in Edge browser.
  10. I will continue with this project in bmx, however understanding that my computer can not give more, I guess something light if it runs without having bottlenecks. And I think that's important for at least in the development environment not to feel that it's torture.
  11. It looks like the third time's a charm. 👍 Good news: I actually found a laptop that has a proper desktop CPU and GPU. No integrated whatsoever. 😎 Bad news: The battery lasts about an hour and it cost me almost as much as my 27" iMac. 😒 I don't mind the battery, but that hurt the wallet. It will be worth in though. It should help streamline my workflow considerably.
  12. Next on my list is to make a little "scene" to test the character in. At the moment I am using hand painted bump maps to generate detail. Again, without really knowing exactly what I want to do yet, I am keeping the resolution pretty low. More or less just experimenting. Once I start getting more pieces together I will start working on more details. Only one floor tile and the stair frame so far. Obviously I need a few more floor tile's so it is not so repetitive. I also am going to tweak the floor grates to match the tiles a little better. The hand rails are a bit too thick, need to slim them up a taste.🤔
  13. You can put whatever texture on whatever face/triangle you want. I've attached a zip file with an FBX (also converted to MDL) and two textures as an example. twotextures.zip
  14. Yesterday
  15. Is it standard to mix the various maps into a single image? If so, why would that necessarily be better off than keeping them separate?
  16. I have the maps themselves already exported from Substance Painter, just displaying them in Blender by basically assigning all those maps to separate objects in Blender (assign each individual object its own set of diffuse, normal, metallic, roughness). So I probably won't actually be re-exporting the maps from Blender, just the model itself will be exported. So in LW, does each texture that I apply have to be UV mapped to the overall model, or could it be UV mapped to a given subset of vertices on the model after I export it all as a single FBX? Sorry if I don't use the proper terminology with this stuff; I'm not hugely entrenched in the whole art aspect of games creation.
  17. In case anyone wants to try this. https://www.dropbox.com/sh/25uzx6yefdqlf2i/AACiWj6-ClxelluEWFRB2AO3a?dl=0 The new updates to test performance was to go to an internet room and test it on a computer with a gtx 1060 i5 processor and 6 gigs on ram. It ran very well in different screen resolutions, so it's definitely my computing power problem. At this point nothing to do to continue with this.
  18. I don't use Blender so I can't help with the rest of your question but yes, Leadwerks supports multiple textures on a single model.
  19. Hi everyone. I've got a gun object that has been created with Blender, and with textures/maps imported from Substance Painter. It's a single gun, but it's made up of several objects each with different materials and map sets (diffuse, normal, etc.). I've got these imported into the Blender 2.8 shading tab with their own nodes , and I also modified the overall specular value in the nodes too, but that should not be an issue as I think you can modify that in LW's material editor. I'd like to export the gun as an FBX to use as my first-person view model, and texture it with all of these maps and materials. Does Leadwerks allow me to use multiple materials on the same FBX model? If so, how would I go about doing so? It is also worth noting I plan on using a pseudo-PBR shader, as seen here: https://steamcommunity.com/sharedfiles/filedetails/?id=401506836&searchtext=Pbr . As such, I have a diffuse map, normal map, specular map (inverted roughness map colors), metallic map, and a skybox map (probably from the default skybox given with Leadwerks).
  20. An update for the beta of the new engine is now available with the following changes: GLTF loader is now working for most models. A large collection of GLTF files are available online for free from many sources, and they can be loaded right into the engine without any adjustment for materials or textures. Single-file GLB files also work. Added support for GLTF extension KHR_materials_pbrSpecularGlossiness. Disabled PNG loader gamma correction. world->SetSkybox(texture) can now be used to make PBR reflections appear. (The sky will not yet be visible though.) I'm going to try to use a voxel GI system for further reflections, and not use environment probes at all. Window::GetWidth(), Window::GetHeight(), Context::GetWidth(), and Context::GetHeight() are removed. Use GetSize() instead. It will return an iVec2 object with x and y components. JSON material files are changed slightly. in order to accommodate additional per-texture settings. None of these work yet, but you can see where it is going: "albedoMap": { "file": "./Rough-rockface1_Base_Color.jpg", "filter": "linear", "tilingU": "repeat", "tilingV": "repeat" }, So before if you had this: "albedoMap": "./Rough-rockface1_Base_Color.jpg" Just change it to this: "albedoMap": {"file": "./Rough-rockface1_Base_Color.jpg"} And then it will work. The screenshot below is a GLTF loaded and rendered with Vulkan. Note that this model uses baked lighting that is already included in the model. But the fact I can download these things and have them appear correctly with no adjustments is great. You can get access to the beta and private forum right now for just $5.
  21. Whatever library you use there should be built with MT or MTd(if you use debug version). https://docs.microsoft.com/en-us/cpp/build/reference/md-mt-ld-use-run-time-library?view=vs-2019
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