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SarperSoher

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Posts posted by SarperSoher

  1. Setting the 3D viewport camera rotation speed through the options of the editor, I set it to a value of my liking, like for 30. Upon switching projects the same 3D viewport rotation speed slows down to a crawl so I set it to a high value of like 150 (This behaves like 30) after I switch the project again now it becomes incredibly fast. It was there in 3.0 but still happens in 3.1.

     

    How to reproduce:

     

    -Set the camera rotation speed to any value you like

    -Open a different project from the project manager

    -Check the 3D viewport camera rotation speed

    -See it's different even though the value in the options is the same

  2. I also have concerns regarding #2

     

    I'm getting a varying but low frames per second (10-40) on the integrated FPS demo level on the highest quality settings with no AA on an AMD HD5770 gpu. I wonder what will happen if it was a production long level and there were more particles, physics and post process effects.

     

    Loading times of the scene when the game runs is rather long too.

  3. Lot of games use that function without problem ,why shoud not rely on it ?

    Depends if your physic engine implement that well for all cases or not.

    It's usefull indeed for any triggers and enter contact of different objects, character entities.

     

    Perhaos some new functionnality to submit to Newton 3 forums ?

     

    Physics have a fixed timestep, they are not updated every frame. When framerate drops, physics update intervals increase, rigidbodies and other physics stuff gets updated less. Rigidbodies start to move erratically, collision events on moving rigidbodies do not happen correctly etc.

  4. Graphical quality boils down to having good art assets and shaders. One can make the ugliest looking game even in Unreal Engine if one has no high quality assets and shaders.

     

    With deferred rendering, dynamic shadow maps, anisotropic texture filtering, post processing support, OpenGL 4.0 level shaders support, megatextured terrain amongst other things, Leadwerks 3.1 gives you a very good foundation to build a game on graphically in my opinion. Question is, how much time, experience and budget one has.

  5. Oh you misunderstand, I didn't ask you to duplicate how Unity does it. Since you thought we were asking you for plugins I wanted to clarify what we meant by asking for an API to develop our own tools. And it's always good to know what your competitors did and how they did it...

  6. There are some really good suggestions in there. There are a few things I want to reply on:

    • 3.1 will have Visual studio 2013 support
    • plugins/custom tools: This has been mention/requested a lot but shotdown everytime. Highly unlikely that this will happen.
    • Old shaders: V3.0 uses older version of shaders since the engine runs on OpenGL2. When 3.1 is out, all shaders will also have a OpenGL4.0 variant.
    • Terrain Filters: Josh showed in his blog that he implemented Perlin and other erosion filters. I am not sure though when these options will be released to the public, but Josh did say that this was going to be added.
    • Vegetation will be added at some point. With collision but don't know about the wind force.
    • Has been a kickstarter goal, but wasn't reached. Josh mentioned that he saw people found it important but that it was not a high priority.

    Overall: I think Leadwerks will focus mainly on the release of 3.1 which includes dynamic shadows, Linux support and steam support. Before all the bugs are ironed out of that release, I think we will be in February.

     

    Thanks for pointing those out, can't wait for 3.1 now! Wish there was a roadmap though, I would love to read on these planned features from a single official source.

  7. I downloaded the latest update. The problem continues. I can see the dynamic light of the spot and point light in the editor but they have no effect when I save my scene and run the game, they disappear.

     

    BSP still does not cast any dynamic shadows.

     

    Another strange behaviour, spot and point lights don't have any effect on normal maps. As if normal maps don't use the light information, they don't change any direction based on the light angle.

     

    Again, I'm using all dynamic shaders, dynamic material, dynamic shadow casting bsp.

  8. Bug

     

    After moving a light, particle emitter, pivot or anything with a gizmo if user does an Undo operation, the movement operation is undone but the gizmo in any of the viewport doesn't get refreshed. It results in not being able to select the object by clicking on the gizmo because object and the gizmo are in different places. User can only select the object from the Scene view and the gizmo moves to the correct position only after that.

     

    Reproduce steps

    1. Open an empty scene
    2. Create a light, particle emitter or pivot
    3. Move the object in any of the viewports
    4. Undo
    5. Press space or an empty position in any of the viewports to de-select the created object
    6. Try to select the object through it's gizmo again, but fail :)
    7. Select the object from the Scene view and see how gizmo moves to the correct position

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