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Game Developer, Programmer, Music Composer, Educator, DIY Craftsman, Gamer.
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TheConceptBoy started following C++ Tutorial Incorrect about Actor Example
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So I take it since 2017, Neither the documentation, nor the engine have been updated with these example files? https://www.leadwerks.com/learn?page=Tutorials_CPP_Actors
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Turbo Game Engine (Leadwerks 5) beta updated with strip lights and texture scrolling
TheConceptBoy commented on Optimus Josh's blog entry in Development Blog
Any chance you will look into emissive texture maps casting light as well? -
Come to think of it, I don't know if they are. So far this isn't a player class, its just some code in the loop I palced in main.cpp bool main(){ while(true){ // player head bob and other player stuff } } I don't know if the while true is perhaps a suitable place for placing these sort of time critical things? That is where the player head bob code currently resides. Perhaps that is the cause of that particular issue and I should be creating a player class from the Actor and programming the head bob inside of it's world update function?
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More yes. about 15 instances before the performance hit is bad enough to notice and bad enough to complain about if you paid for a game that ran like that. I'd really like to say it's due to my old hardware but at the same time a large part of my Steam library plays fine so. As the matter of fact. I can have a pretty packed level of static objects that run just fine. Add a few actors (since this is a zombie game) and it grinds below 15 fps. Engine should really be able to provide way more head room than than I believe. I have to experiment some more.
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Just ran in release mode. Got the same result as you two, suddenly can spawn hordes of these things on my 10yo machine. What in the name of optimization is going on here? @wadaltmon lmao if Janko was here he'd have a stroke... Also things like timers and counters are totally wrong in release mode, some are too fast. So Debug mode can't be relizably used then, otherwise I'm gonna have to re-code half of the game's time critical events.
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TheConceptBoy started following Performance Tanks after Instancing an enemy just 6 times.
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Further testing with leadwerks. I've got to be doing something wrong here. If you press "E" you will create instances of an enemy object, they will be positioned at the T pose character models. There is also a 3rd character with an Actor that is used as the starting template to be Instanced from. There's absolutely no code inside these Actors and yet 6 barely objects in and the performance Tanks. I was looking to spawn anywehre betyween 15- 30 of these Would anyone mind taking a look? I've removed pretty much all objects, effects and anything that could possibly cause this. Some for