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Josh

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Blog Comments posted by Josh


  1. On 1/12/2020 at 5:17 PM, Ma-Shell said:

    I suppose, texcam will be rendered every frame, just like the normal camera. Would there be an option to render the camera only on demand? Like some sort of photograph? Or with a lower frequency for performance optimization?

    Here is what I came up with:

    void Camera::SetRealTime(const bool realtimemode)
    void Camera::Refresh()

    Refresh will cause a non-realtime camera to render once before it is disabled automatically, until the next refresh.

    • Like 1

  2. 21 minutes ago, Ma-Shell said:

    I suppose, texcam will be rendered every frame, just like the normal camera. Would there be an option to render the camera only on demand? Like some sort of photograph? Or with a lower frequency for performance optimization?

    Hide the camera and it won’t render. There isn’t strict synchronization of the rendering and main threads so I am not sure how you would make sure it just rendered one single frame. Something to think about.


  3. 10 hours ago, CyberpunkFan said:

    Will there be an opportunity for early access purchase in order to get involved in the beta test?

    What I may do is offer an "SDK" product that consists of just a C++ programming API before the editor is released. That could be out as soon as April 2020.

    • Thanks 1

  4. The code above is the widget script, which you don't have to touch. Usage to create a tabbed panel would be like this:

    local tabber = CreateWidget(parent,"",0,0,400,300)
    tabber:SetScript("Scripts/GUI/tabber.lua")
    tabber:AddItem("Item 1", true)
    tabber:AddItem("Item 2")
    tabber:AddItem("Item 3")

     

    • Like 2

  5. 8 hours ago, reepblue said:

    I see your really focused on the GUI now. I'm taking that as you want to get started with the new editor; which I will not stop you. 🙂

    I'm trying to make the engine feature-complete ASAP because there are companies that want to use it in VR projects right now.

    The beta testers really help make this possible!

    • Like 2

  6. 5 minutes ago, reepblue said:

    Maybe you can modify EmitSound to have a parameter so it'll do the copying of the Speaker for you. IDK I recall that "feature" making me upset using Leadwerks as I didn't expect it to auto release my objects 

    That's the wonderful thing about smart pointers, problems like this go away.


  7. Although looking at their discussion, I would NOT use this for cascaded shadow mapping. The near stage will have far fewer objects in view than the further ones, and the extra geometry would have a much bigger impact than the savings of multiview rendering.


  8. 26 minutes ago, Ma-Shell said:

    Are you using some fancy new technology like MVR or one of its predecessors for the single pass point-lights? If so, have you also evaluated, what happens on older GPUs?

    Yes, it is core in Vulkan 1.1, with a minimum of six passes supported.


  9. It also seems like the startup speed is much much faster now. I figured out that vkCreateInstance() and the vkGetExtensions() command (I can't remember the name right now) each take about one second, and the startup time total is about two seconds and you're in the game.

    If you were loading a larger scene that took more time to load, you could kick off the rendering thread by calling World::Render() immediately after it is created, before the scene is loaded. This would cause the Vulkan initialization to be processed on the rendering thread while the scene is loading on the main thread. This would save the ~2 seconds of rendering initialization time, because it seems like the rest is pretty much instantaneous.

    • Like 3

  10. @Thirsty Panther Thank you for the comments. Regarding game content, what I have seen is that DLCs sell extremely well but it is very hard to get people to buy things through a new store. It even seems like people are more loyal to stores online than they are to the actual brick and mortar store they will shop at! So in the future I will probably focus on official DLC-type model packs and just try to improve the quality and amount of content offered of those, since they actually do sell well.

    I plan to release paid updates every 12-18 months. I don't plan on ever going back and building a new foundation for our technology, and from here on out I want continuous forward progression, not any rewrites.

    I definitely want to keep giving game developers what they want, because you guys give all the useful feedback. Without that, I can't build good software.

    • Like 2
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