Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Search the Community

Showing results for tags 'performance'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

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

Blogs

  • Development Blog
  • Canardian's Blog
  • Beyond Civilization Blog Ext
  • Tyler's Blog
  • macklebee's Blog
  • B-Byrnes' Blog
  • Marleys Ghost's Blog
  • omid3098's Blog
  • Richardsimpo123456's Blog
  • DJDD's Blog
  • Rick's Blog
  • --
  • xtreampb's Blog
  • Economically Disadvantaged
  • Eternal Crisis
  • klepto2's Blog
  • Lazlo's Blog
  • Old Blog
  • Chris Paulson's Blog
  • Davaris' Blog
  • nil
  • Rekindled Phoenix's Blog
  • Flexman's Blog
  • Kattemaksu Online
  • ZERO
  • Marcousik's Creations Blog
  • EVE LBS Studio
  • Rendering puzzles
  • Screen Size Utility
  • Niosop's Blog
  • 1299 RTS Game Project
  • Blitzbat's Blog
  • gordonramp's Blog
  • Andy Gilbert's Blog
  • Marcus' Blog
  • JornAggror Blog
  • diedir's Blog
  • wayneg's Blog
  • Masterxilo's Blog
  • Dave Lee's Blog
  • peubuy's blog
  • OD Arts -Leadwerks Blog
  • The progression......
  • Leadwerks Company Blog
  • The Progression
  • Pancake's Blog
  • Test Blog
  • BLaBZ Blog
  • Pure³d's Blog
  • dreamhead Blog
  • RVL's Blog
  • DB's Blog
  • Toxin Games Development Blog
  • CombatHelo Blog (RSS Import)
  • Foolish's Blog
  • ZioRed's Corner
  • Toxin Games Twitter
  • Shard - Third Initiative
  • Shard's Blog
  • Soamp's Blog
  • Soamp's Blog
  • Laurens' Blog
  • JT`s warehouse district
  • Kennar's Blog
  • KiteFuchs' Blog
  • KiteFuchs' Blog
  • Rachel's Dev-Blog
  • Eagle's Blog
  • zaphos' Blog
  • please delete this blog
  • Afke's Blog
  • Richard Simpson
  • knowledgegranted's Blog
  • EdzUp(GD)'s Blog
  • aGameLife's Kelasel MMORPG Blog
  • tournamentdan's Blog
  • Beyond Civilization Blog
  • smashthewindow
  • AnniXa's Blog
  • AnniXa's Blog
  • Elemental Development
  • DigitalHax Blog
  • Aria's Blog
  • Strogg76's Blog
  • Clackdor's Blog
  • Leadwerks Project Status
  • simpleprogrammer's Blog
  • Pathfinding in LE.2.x
  • Naughty Alien's Blog
  • smashthewindow's Blog
  • Ali Salehi's Blog
  • Jardar's Blog
  • Chris Vossen's Development Blog
  • Scarlet Thread Studios' Blog
  • Kronos' Blog
  • Benton's Blog
  • ChrisV's Blog
  • tjheldna's Blog
  • shadmar's Blog
  • 3D Masons, LLC
  • Andy Gilbert's Enviro Models
  • ParaToxic's Blog
  • NarkLord's Blog
  • ChrisMAN's Blog
  • ChrisMAN's Blog
  • CGMan's Blog
  • The Game
  • Chris Tutorials
  • Leadwerks 3 Experience
  • An Alien Saga
  • klepto2 & Leadwerks 3
  • Inside the mind of eternal insomniac
  • josk's Blog
  • Shader Development in Leadwerks 3.1
  • 3D Coat : Column game making of
  • Einlander's Blog
  • Ginger George's Blog
  • I have a problem
  • Michael_J's Blog
  • nasamydifol's Blog
  • Digman's Blog
  • noesisGUI
  • SavageDogg38's Blog
  • Built from Ruins
  • Remaining Days
  • test_external_blog
  • The Hunt For Food Blog
  • Crazy Minnow Studio
  • CrazyMinnowStudio
  • Guppy's Blog
  • Playing Online
  • Evayr's Blog
  • DerRidda's Blog
  • Karl's Blog
  • whiterabbit's Blog
  • Tinyboss Games
  • abendkleider's Blog
  • sacguccireplica's Blog
  • Arena
  • Imchasinyou's Blog
  • xtom's Blog
  • Lua is better than you think.
  • mdgunn's Blog
  • Crime Closer
  • lxFirebal69xl's Blog
  • Wedmer's Blog
  • Lockdown, going forward.
  • Pump-Action Captain
  • Igor's Blog
  • Dead Anyway
  • MrShawkly's Blog
  • reepblue's Blog
  • ScrotieFlapWack's Blog
  • LUA Musings
  • severjack's Blog
  • mikeporter's Blog
  • miko93's Blog
  • Megalocerous' Blog
  • lxFirebal69xl's Blog
  • aiaf's Blog
  • Lostghbear's Blog
  • echo $BLOG_NAME > blog_title.tmpl
  • johnadam111's Blog
  • Dwarf Beard
  • burgelkat's Blog
  • Charrua's Blog
  • peterpaul's Blog
  • joshmathews' Blog
  • Martin Kearl's Blog
  • Brutile's blog
  • tipforeveryone's Blog
  • Glushchenko Blog
  • Express Lab Games Blog
  • Blueapples' Blog
  • DooMAGE's Blog
  • Structura devblog
  • jen's Blog
  • martyj's Blog
  • Dragonfreak's Blog
  • Brutile's Blog
  • assigmenthelp
  • Case Study Assignment Help
  • How to deal with bad grade ?
  • How to deal with bad grade ?
  • GameDev Blog
  • devcjohnson's Blog
  • devcjohnson's Blog
  • THE WHAT? Blog
  • The Demurian Scribe
  • GUI Editor
  • GUI Tutorial
  • The Seventh World
  • Phodex Games Blog
  • Leadwerks VS Source 2
  • Work in Progress - Scifi PBR Media
  • [C++] First Player game start
  • The shock absorbers
  • Snowboarding Development Blog
  • Ocean: Rendering in Leadwerks 4
  • The making of Twisted Minds
  • BATTLE LEAGUE's BATTLE-LEAGUE BLOG
  • Away from Home's Release Alpha
  • Away from Home's Dev Log
  • Away from Home's Gallery
  • Between The Realities's Blog
  • Vec-Tec's Vec-Tec Blog
  • TheUnityOfTrade's 3D Models

Forums

  • Leadwerks
    • Technical Assistance
    • General Discussion
    • Programming
    • Game Art
    • Suggestion Box
    • Bug Reports
  • Platforms
    • Windows
    • Mac
    • Linux
  • Community
    • Showcase
    • Promotion
    • Off-topic
  • Arena Shooter's Forum
  • 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
  • Dark Age Mist's Videos

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 12 results

  1. Hello all, i am getting back into leadwerks and I am curious. How do you create LODs for your models in leadwerks? I modeled some meshes and would like to set up some LODs for performance.
  2. I'm planning to use LOT'S of decals in my project. I will use them to for signs, labels, dirt etc. My question is, before I go ahead, do they eat lot of processing power? What if I have a prefab with ten decals and then I have that prefab used in 20 different places? Even hundreds? Well, yes best way is to test it But wanted to ask if it is just plain stupid thing to do one should not even try. Another question, can we have emissive decals? I created "Emissive decal" by applying it over emissive surface (needed to reverse the decal though), but although it works, It is not usable in many
  3. 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
  4. http://pastebin.com/yQ2jHPii > I put my script on pastebin for better overview. This is the script I attached to a turret . Basic explaination: It ckecks for enemies nearby and alligns itself to them, calls shoot() function once in a while. The Bullet itself is only for the visual. To hurt the enemy, I will later acces the enemy script trough the turret and call a hurt function. In the start funcion I set up an emitter which should look like a bullet flying . I want to know how i properly let the emitter play , and have multiple bullets at one time. ( or just how to play it , i can ma
  5. I'm running into a huge issue, I can't wrap my head around it. Whenever I compile the Lua interpreter (Visual Studio Express 2013, Release mode, Windows-32 bit), I get back an exe about 5.5 MB large. The Lua interpreter that comes in each project is only 4.5 MB large. This fact alone wouldn't be a huge issue, but I have a feeling that it is contributing to perfomance issues. Here's the problem: If I create a map with too many entities, my compiled interpreter will exponentially decrease it's framerate until the game basically freezes. The same map used on the Lua interpreted version does n
  6. I find it really strange that I'm getting really low FPS on all of the maps that I make, I usually have around 5-10 fps when the map is fully finished, and the bad thing is, I'm not the only one with this problem. I get that my map is intense in terms of lights and whatnot but my specs should allow me to run the game at 60+fps. I thought that this issue would be a bit better with 3.4 but it's the same as 3.3 Oh and I've published the game and ran it, same deal. Low FPS for days.
  7. This might be a pretty obscure question, but I just had a thought as to why I might sometimes get crashes randomly. Anyway, do loaded assets get "cached"? If not, then could loading and releasing assets possibly fragment memory to an extent that could cause a game to crash?
  8. Here is the issue I'm having. I recently updated my map with a ton of new assets. Anyway, I still get about 30 fps, but when I have the number of assets that I now have in the scene, it crashes, particularly when I move the camera to face the more dense areas. Sometimes it even crashes outright. When I remove a few buildings or a few cars, this doesn't happen. I can't upload the map, but maybe this video will help: https://www.youtube.com/watch?v=vRo1zVLjOvk Video Card: GeForce GTX 750 Ti Processor: AMD FX-4130 Also, I thought this might be an occlusion culling bug, but when I di
  9. So, I was trying to find out why my game's framerate wasn't the best, and I came across an unexpected discovery. When I have 6 separate car models in game, the framerate plummets. However, if I use the same car model, the framerate is more reasonable. Anyway, I was just wondering, is this supposed to happen? I mean I only have 6 AI cars currently, but the performance seems a bit low. The FPS drops about 75% (like from 40 fps to 10 fps or something like that) once all 6 models are added.
  10. I've noticed during the testing, performance is really bad. Whether it's the AI testing level (3-10 FPS), 2 lights+floor+kicking around a box, or a particle emitter with high particle count, as soon as something starts happening it is visibly choppy. It is bogged down from 200 FPS to around 20 FPS with hardly anything going on, and I don't see why that could be, it's not like many unnecessary things are being rendered. (the moving platform level has more lights and moving shadows, unless that's different because the fixed movement path allows the shadows to be buffered) Now my computer is a
  11. So I was reading a something from a post on one of Unity's forums (I'm not interested in the engine, but some of the discussions there are helpful), and atlas texturing seems to be a big thing there. I had no idea that one large texture that combined multiple small textures could improve performance substantially. Anyway, how does Leadwerks draw textures under the hood? Does it go through all draw calls like Unity (and thus atlas texturing is important)? Also, are textures dynamically freed when the last instance of a material is hidden from view? Thanks in advance for any feedback! I'
  12. Is Leadwerks designed to handle a lot of unique textures without significant performance drop? I'm just curious because I trying to decide on whether or not to use a bunch of unique textures in my game to a lot add variety. Also, how many unique textures are you using if you are working on a game? I'd be interested to know! Thanks, nick.ace
Facebook Twitter Youtube Github Steam
×
×
  • Create New...