Jump to content

DaDonik

Members
  • Posts

    376
  • Joined

  • Last visited

Everything posted by DaDonik

  1. In case you don't need shadows, just disable them. ( SetShadowQuality(0); ) It speeds up things extremely!
  2. DaDonik

    GvB

    Make sure to keep us updated
  3. No problem Roland, we all like to get things for free and most of the people here are happy to help each other
  4. DaDonik

    GvB

    Nice graphics! You could try that with the DirtyComicShader, i think it will look very nice on that character models
  5. Check out the shader here: http://www.leadwerks.com/werkspace/files/file/245-dirty-comic-shader/
  6. File Name: Dirty Comic Shader File Submitter: DaDonik File Submitted: 03 Aug 2011 File Updated: 03 Aug 2011 File Category: Shaders Just replace one of frameworks post effect with this shader. For example rename the shader "hdr.frag" and replace the "hdr.frag" in the postfilter folder with it. Then startup the editor, enable the effect and there you go Here is a picture of the shader in action: Click here to download this file
  7. When you only look at engine commands, every language is the same speed, because they all call the same commands from the engine.dll. In general i would sort the languages like that: C++ (fast), C# (almost as fast as C++), LUA (not quite as fast as C++) So you see it's pretty much a choice of programming taste
  8. Thanks guys! Looks like i have to clean up the code then. It's already running in the editor. I use it instead of hdr, but i'm wondering if there is a particular post effect no one really uses much. That way only the "least" important shader will be lost for those who use the comic shader.
  9. Hi there! I was editing an older shader today to help out Engineer Ken with his Borderlands idea and it turns out to look quite nicely. Therefore i decided to share some images with you and also share the shader if there is enough interest. The code is a mess atm and i need to clean it up first. Performance wise it's less demanding than SSAO. This is just SSAO and DirtyComic shader running: This is the same scene without DirtyComic. SSAO is still on: I must admit that i set up the ambient light to 0.5, because otherwise the final picture would be too dark. Thats the reason why the normal LE rendering looks so washed out.
  10. It would be best to take a look at the framewerk code, but to be honest i don't know where that is available right now
  11. Pixel is right, it's a problem with the framework. I don't know exactly whats the problem, but from what i remember it would need an additional buffer and an extra render pass. That would cost some frames just to see water behind heat haze effects
  12. Not as amazing as i expected from your previous post, but that might be just because i'm a windows fanboy Seriously, it's great to see the engine making such progress
  13. If possible you should make reusable "dungeon parts". Every model that occurs more than once is instanced and you can have a lot of them without noticeable performance impact.
  14. I wouldn't be concerned too much by the lights. The problem you will get is having a "big dungeon" represented by just one single mesh. That will propably impact performance much more than you're lights do.
  15. Download version 2.3, thats the latest version i found with this sbx in it.
  16. Then it's just because of you computer. Deactivate all the posteffects and you should see a big impact on the framerate. If that doesn't help much, then you should get a better graphics card. Sad but true I just tried it and using the waterplane i lost 0 fps. Stays at 170fps having half of the posteffects on.
  17. The easiest way to create a flat terrain at maximum altitude is to import a plain white texture as a heightmap. You can then change the maximum altitude from within the terrain properties menu on the right. Hope that helps
  18. Josh pls hurry up, we need some new shaders
  19. There was a problem a while back, where the particles were not rendered when there was water behind them. Actually it's not a problem of the engine, but a problem of framework. You have to do at least one additional rendering (speed penalty) to get it working and therefore it's not available by default. I haven't tried it the last few months, so i'm not sure if that is still the case with framework.
  20. Leadwerks Engine 3 is currently in development and i'm pretty sure i won't be released in 2011. Regarding your graphics card, any of the really nice graphics features will kill your performance. I highly recommend you to buy a "real" graphics card if you are into game development.
  21. That sounds good to me! Thanks for the info.
  22. Hi there! Just a really simple question: Will LE3's gmf format be exactly the same as LE2's gmf format? I'm asking this because i intend to make excessive use of the gmfsdk and i want to make sure that my work will also work with LE3.
  23. You need to make a special collision mesh. (.phy) The automatically genererated physics body is just for static meshes. I'm afraid that tool is not in the evaluation kit. It's called "phygen.exe" and is part of the SDK when you buy it.
  24. Picking only works on the mesh and not the body. So in your case you try to add a force to a mesh. This function will return the model/body of your picked mesh: TModel GetMeshModel(TEntity _Entity) { string strClassname; while (_Entity != NULL) { strClassname = GetEntityKey(_Entity, "class"); if (strClassname == "Model") { return _Entity; } _Entity = GetParent(_Entity); } return NULL; }; Then you can pick your entity like that: TEntity GetPickedEntity(TEntity _Entity, float _fRange, TPick& _PickData) { TEntity ReturnEntity = NULL; if (EntityPick (&_PickData, _Entity, _fRange, 0.01F)) { ReturnEntity = GetMeshModel(_PickData.entity); } return ReturnEntity; };
×
×
  • Create New...