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Yue

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Everything posted by Yue

  1. Yue

    C++ vs Lua

    An open world full of rocks on mars I think would be a good approach to move to C++, however I will do some more testing in C++ to see how this goes. But it is really exciting for me to understand c++ with the basics I have learned while programming in Lua.
  2. Yue

    C++ vs Lua

    I think you are absolutely right, since I know this I have focused more on learning things and the strange thing is that with what I have learned in Lua, I feel that the step to C++ is not so complicated and I find it epic to program in C++. In the end the project is not very advanced, it is like a pre-alpha. And if the compilation times are tedious especially when I come from environments like Lua, or blitzbasic products, but for me it is still something exciting to learn new things.
  3. Yue

    C++ vs Lua

    I have a better load of frames per second, going from 220 to almost 300, and a better render time in a simple scene. This makes me feel like a programmer, everything I learned with Lua is here. #include "App.h" #include "CWindow.h" using namespace Leadwerks; int main(int argc, const char* argv[]) { CWindow window(800, 600); Context* context = Context::Create(window.Get()); World* menu = World::Create(); Camera* camera = Camera::Create(); Model* cube = Model::Box(); Light* sun = DirectionalLight::Create(); cube->SetPosition(0, 0, 3); while (!window.Get()->Closed()) { cube->Turn(0, 1 * Time::GetSpeed(), 0); Time::Update(); menu->Update(); menu->Render(); context->DrawStats(0, 0); context->Sync(false); } return 0; }
  4. Yue

    C++ vs Lua

    A motivation to learn C++-
  5. Thinking about my project, it seems that I am evaluating to try it in C++, because of the performance. Do you really advise me to do that?
  6. I will make a video and show you.
  7. I think from trying so hard to do something with Leadwerks and many tools, I'm on the right track. The new thing I'm learning is Optimize, terrain, sunlight, fog, skybox and vehicle update don't exist when inside the base.
  8. I have a drawback with the shadow, if I move away from the middle of the world the directional light shadow starts to jump, and does not update correctly, any idea what might be going on?
  9. By entering structures I can remove the terrain, fog and sky box along with the outlying lights and other elements. This solves the problem of disappearing walls, and I can create subway structures, where the player can climb down a ladder into the interior of the planet
  10. The first vehicle was based on these unsupported commands, a good result on a visual level, and above all the productivity in creating a vehicle was encouraging. But, I have many problems of Render Time, and unexpected shutdowns of the game. Now I'm creating my own vehicle system based on Hinge joints, without suspension, more rigid, like a horse's fetlock but the performance is nice. Possibly I will improve it with time.
  11. Josh, a question, do you think the models attached to the character's back, in his backpack, affect performance? The system is as follows: all those meshes are attached, they're just not visible. The same goes for the models in his hand, they're all there, but not visible. The game is that when he picks up an object, it becomes visible in his backpack, and then if he moves it to his hand, the object in his hand becomes visible while the one in the backpack becomes invisible ChatGPT translate.
  12. New Position SkyBox.
  13. By optimizing the vehicle system, I have a very good rate of frames per second. Everything points to the fact that the code should be fully optimized. This is an art as porcupine spider said.
  14. Yue

    Untitled.jpg

    Shadows Terrain?
  15. In the process of optimization, which is rather a process of rewriting the game as a whole. The problem seems to be the lightning to collect the items, as well as wanting to attach different objects to the player's backpack. In the game with the player controller, the performance drops, but it is still bearable. A scene without the character controller goes for 300 frames per second, and in the level 180 frames per second. I'm moving on to the vehicle implementation and this is sure to drop even more. My gtx 1070 is not as good as I thought.
  16. By the way the illumination probes that can be scaled like brushes.
  17. According to images, I think that lighting with textures, only elimination, and the one where you see only colors, the last one should be only a base layer, the one to see the polygons mesh I see it useless.
  18. Optimizing this, it's really scary, but I have better performance. I've dismembered everything, and checked every script, to see where the performance is messed up. In this scene I have a very good amount of frames per second. The mistake was not to start with the stats and I'm paying dearly for it. Quality of shadows and terrain to the maximum.
  19. Does anyone know the password?
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