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Congratulations on the Steam release and a few questions


Rastar
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Congrats on releasing Leadwerks on Steam! It will be interesting to see where this takes the engine - judging from the comments, this move generates a lot of visiblity and attracts many people who haven't heard of Leadwerks before!

 

I have played with it a little and have some questions:

 

1) Is there a shader "in the box" that I could use for trees? I tried the "if (outcolor.a < 0.5 discard);" check on the leaves, and it works a little but not fully, and the tree shadow is wrong?

 

2) Using the terrain from level 8 and putting in a couple of trees (like 10), a get a pretty low framerate (like 60 fps). Is the fps counter reliable? If yes, that would be troubling.

 

3) I can confirm the large terrain crash bug (see http://www.leadwerks.com/werkspace/topic/8032-steam-large-terrain-crash/). After you put anything in your scene (like a model) it cashes on start, just the terrain starts.

 

4) For the terrain level, it would be nice if there was a "fly-around" camera script.

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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.

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Correction to the terrain level FPS: I forgot to turn off vsync (blush), seems this is on after a fresh install. I now get around 80 fps, which still is not overwhelming, though.

 

Btw: Is there a code sample or something for the instanced rendering? I guess this needs special shader that use the uniform buffers, glInstanceId and stuff?

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