Jump to content

Search the Community

Showing results for tags 'art'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Models
    • Animals
    • Barriers
    • Characters
    • Containers
    • Environments
    • Furniture
    • Props
    • Rocks
    • Vegetation
    • Vehicles
    • Weapons
  • Materials
    • Brick
    • Cartoon
    • Decals
    • Dirt
    • Grass
    • Industrial
    • Medieval
    • Metal
    • Plastic
    • Plaster
    • Rock
    • SciFi
    • Sky
    • Signs
    • Tile
    • Stone
    • Walls
    • Wood
  • Plugins
  • Scripts
    • GUI
    • Object
    • Utilities
  • Shaders
    • Post-Processing Effects
    • Surface
  • Sounds
    • Ambience
    • Effects
    • Music
  • Tools
  • BATTLE LEAGUE's Assets
  • BATTLE LEAGUE's Mods

Blogs

There are no results to display.

There are no results to display.

Forums

  • Leadwerks
    • Technical Assistance
    • General Discussion
    • Programming
    • Game Art
    • Suggestion Box
    • Bug Reports
  • Platforms
    • Windows
    • Mac
    • Linux
  • Community
    • Showcase
    • Promotion
    • Off-topic
  • BATTLE LEAGUE's Topics
  • Away from Home's Zone Script
  • Away from Home's General
  • Away from Home's Zone Rigging / Modeling
  • Vec-Tec's Releases
  • Vec-Tec's Topics
  • Forth's Development
  • Forth's Game design
  • Forth's Graphics
  • Forth's Documentation
  • Forth's TODO
  • Forth's IMPORTANT
  • Forth's Screenshots
  • The uncertain world's Game Design
  • The uncertain world's Programming
  • The uncertain world's TODO
  • The uncertain world's Graphics
  • The uncertain world's Screenshots
  • Muerte's Discussion

Categories

  • Records
  • Entity
  • Command Reference
  • Vec3
  • Vec4
  • Script Reference
  • Shader
  • Index
  • Material
  • Object
  • Buffer
  • Asset
  • Font
  • Shape
  • Sound
  • Texture
  • App
  • Context
  • Model
  • Light
  • DirectionalLight
  • PointLight
  • SpotLight
  • Attractor
  • Camera
  • Emitter
  • Listener
  • Pivot
  • Bone
  • Sprite
  • FileSystem
  • Key
  • Source
  • Surface
  • Math
  • AABB
  • dVec3
  • Mat3
  • Mat4
  • Plane
  • Transform
  • Vec2
  • Vec3
  • Vec4
  • Mutex
  • Prefab
  • PickInfo
  • Map
  • Stream
  • System
  • Thread
  • Time
  • Window
  • World
  • Driver
  • SoundDriver
  • GraphicsDriver
  • PhysicsDriver
  • OpenGL2GraphicsDriver
  • OpenGLES2GraphicsDriver
  • OpenALSoundDriver
  • NewtonDynamicsPhysicsDriver
  • Draw
  • Color
  • Blend
  • Joint
  • Debug
  • Component
  • Steamworks
  • LensFlare
  • Vehicle
  • Decal
  • Quat
  • Leaderboard
  • Probe
  • Analytics

Categories

  • Games

Product Groups

  • Software
  • Gear

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Location


Interests

Found 4 results

  1. Hi there, I am wondering if I am doing something wrong, or if I expect too much from Leadwerks... I built a small medivial house, just to play around. Soon I recognized that I got trouble with perfromance, very low FPS in Debug and normal run mode. So I started testing Leadwerks Performance a bit. I dont have experience with other engines, Leadwerks is the first I get my hands on. Well to move on, I rebuilt the whole house, creating models with less polygons and I also disabled most of the shadows. I posted a view screenshots where you can see my poly count and fps rate. I dont really understand why its lagging. Even if I just place a single house I get only 30 FPS. Ok the textures need some optimization but about 500 MB memory usage in summary isnt that much, even if its much for those few houses. I am a bit disappointed. How should I ever create a livley city when the performance is that bad? I searched the web for what poly counts are common and found out that 10k polygons are ok for a detailed character, for a prop its suggested to be 500 -1.5k. So 7k for a whole house really isnt much. So am I doing something wrong? Because I cannot believe Leadwerks performance is that bad. I need to add that if I decrease the resolution of my project to standart (something like 1024 x 768) it runs smoother, but for the city map I still get FPS drops and a maximum of 30 - 40 FPS which is not optimal. But still it needs to run smooth on a 1920 x 1080 resolution! I also want to add that If I activate static shadows for all the props build around the house (Planks, Lamp, Windows, etc.) the framerate is like hell. I dont think I can do something so wrong with just a single house and some textures, but I am glad if I am wrong A few more Infos: - I dont use any extra shaders - there are two point lights per house - I set the screen resolution to 1920 x 1080 - even if I export the game and run it I get 20 - 30 FPS (for the "city" map) - My specs: Intel Core i5-3570K CPU @ 3.40 GHz, 8 GB Ram, Windows 7 64 Bit, Nvidia Geforce GTX 960 4G (4 GB Vram) - I use specular and normalmaps for all textures - The houses dont have an interior I really appreciate if you are able to help me. If you need some more info please tell me. I just want to make a awesome game...
  2. Hi, I've seen a simple issue that I would like to report, but I don't think that would go as a BUG REPORT per se. I've seen a little issue with the MERC character, is that simply in the template, the character shadow is set as static and his weapon the same. Changing the shadow setting break the template. A simple tweak would need to be done to the template. Another issue was that I was finding that he was moving too fast for my taste, and did not have option to change the speed but was quickly adjusted that by adding the options in the LUA script. This character is really more useful to me than the monster to test stuff. I really like it! EDIT: I've simply changed the shadow from the MERC and the M4A1 object to dynamic shadow. That fixed the issue and then I saved back the "merc" in the scene view as a new prefab.
  3. Hello all, I started the developpement of my game and I thinking about my torches. I've a particles emitter for my fire and a point light on it... great but a bit dead for a fire light. Can someone tell me how to do realistic living fire lightning effect ? Should I code a script to randomly change the brightness of the light ? or is there a more performance-friend solution ? Thanks a lot Lionel
  4. Hi. My name is Travis, I have been drawing up a "module" as to teaching 3D design of game environments in one2one skype training. I have a gumtree add, too http://www.gumtree.c...ames/1073094247 Look at that for some more details. Heres a portfolio travismuller3d.weebly.com Get in touch with me by email travis_gm@live.co.uk or skype phrygian10 If you are interested in learning how to create 3D models for game engines. The first hour is free, because we will want to make sure you're all set up and ready on your end. After that, depending on what you want to achive we will discuss a fair rate. If you're a complete fresh beginner, then my module will take 2 -3 hours to complete and will cost £20 /$33 /€25 Regards Travis
×
×
  • Create New...