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Canardia

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Everything posted by Canardia

  1. All commands with an f at the end means that they don't take a Vec3 as parameter, but 3 seperate float values. mesh::SetScale(Vec3(1,2,3)) mesh::SetScalef(1,2,3)
  2. No it hasn't. You should never use Flip(1), but always Flip(0), since on different machines Flip(1) might not even work (if the user has force sync=off). Flip(0) quarantees that your program runs with the same speed on all machines (with AppSpeed() for non-physics movements). Flip(0) makes also the application run faster than Flip(1), regardless of the FPS. You can see this especially in heavy scenes where the FPS is less than 20. John Carmack also said that you should never use vsync, but always time-based sync.
  3. Physics movement has really nothing to do with FPS or UPS. It has only to do something with time, so you can check how much a body has moved with something like this: double vtimer=clock()+1000, vcount=0, vcur=0, vpersec=0; while(){ vcur=Length(GetBodyVelocity(body)); vcount+=vcur; if(vtimer<clock()){ vtimer=clock()+1000; vpersec=vcount; vcount=0; } DrawText(1,100,"speed per second=%f",vpersec); }
  4. Ah nm, you are using physics bodies, then you don't need AppSpeed().
  5. AppSpeed() returns the number 1.0 adjusted to the speed of the program. So on heavier scenes the number 1.0 could be 1.2 or more.
  6. C++: http://leadwerks.com/werkspace/index.php?/topic/741-video-playing-example/page__p__6592__hl__theora__fromsearch__1entry6592 Lua: http://leadwerks.com/werkspace/index.php?/topic/730-video-to-texture-via-libtheoraplayer/page__view__findpost__p__6458
  7. You should use AppSpeed() for entity movements.
  8. You could also make the variables static which you want to preserve their values between function calls.
  9. It might be possible to find the memory location of the int wiremode attribute and change it.
  10. EntityColor(sun, Vec4( 0.0, 0.0, 0.0, 1.0 ) );
  11. I found the problem. Framework has its own wiremode attribute, and it enables and disables the wireframe mode in each RenderFramework call. However, the engine.dll is missing the Framework SetWireFrame() command, so currently you can't use wireframe mode with Framework at all. I posted a bug report about this: http://leadwerks.com/werkspace/index.php?/tracker/issue-80-setwireframe-command-missing/
  12. "C:\Program Files" is reserved for 64-bit apps on 64-bit Windows. You should install programs in a completely seperate directory, for example C:\Programs, since also the "C:\Program Files (x86)", which is meant for 32-bit programs, has some problems. What happens is that when a 32-bit program calls "C:\Program Files", then Windows will actually give it "C:\Program Files (x86)", and if the program is not really in "C:\Program Files (x86)", then it gets the wrong path. When using C:\Programs, then Windows doesn't screw around with the directory name at all, and you get what you ask for. The name "Program Files" is redundant anyway, since what else than files would programs be? Program Folders? I think C:\Programs makes much more sense and doesn't have spaces in the file name, which is also sometimes a problem in Windows.
  13. Finally some modern assets! This looks very good. You should make also unrotten sci-fi assets (Star Trek), and semi-rotten sci-fi assets (Star Wars). With rotten sci-fi I mean assets like in Alien.
  14. Basically you shouldn't use pointers at all in C++, but only references. References are much faster than pointers also, plus they don't allow uninitialized and null "pointers".
  15. You should really develop most of the game in Lua, and use C++ or BlitzMax only for a special functions which need more speed.
  16. I use 3D World Studio, Ultimate Unwrap 3D Pro and Blender for all 3D modelling needs I have. Although I really haven't needed Blender yet, but it has some features which I will need when doing more advanced 3D work. Even if I would use Blender more, I would still start with 3D World Studio to make the base modelling there, and then use Blender to add some more details to the models.
  17. I'd say Leadwerks Engine is the easiest engine of all to use. It has also all features integrated which you need to make a game, while with DarkBASIC Pro, you need to buy seperate add-ons (DarkPhysics, DarkLighting, DarkASCII, etc...) for each feature.
  18. It should be just SetWireframe(1). Or maybe game.engine.SetWireframe(true) would work, since it's LEO's command.
  19. When the Texture Lock icon is pushed down, all textures will move with the brushes you move. When it's up, all textures will stay in place when you move brushes.
  20. I just looked at current cards and the ATI 5970 is damn cheap, only 400€ (remember it should last for 5 years). I would have expected to pay over 600€ for a next-gen card: http://blogs.amd.com/play/2009/11/19/ati-radeon-hd-5970-worlds-fastest-graphics-card-amd/ Specs: 128-bit floating point HDR rendering Comparing 5970 and 295 specs I found some wierd things: nVidia says the 295 has only OpenGL 2.1 support and DirectX 10 support. ATI says the 5970 has OpenGL 3.2 support and DirectX 11 support. Even my 8800 drivers say they support OpenGL 3.3, so why is the 295 so bad?
  21. But he already had a 8800, so the 9800 would be just a replacement, no new technology. Then it depends if he just wants to get his PC working again, or at the occasion get a next-gen card also. I would probably get a next-gen card which will not be outdated for the next 5 years, since the current AAA cards can't even run games at FullHD resolution. 1680x1050 seems to be the absolute maximum to get decent FPS at fullscreen.
  22. It's an interesting question, as I also switch from times between ATI and nVidia. My last ATI was X800XTPE, and it was a very good card, and it still is. Today I have nVidia 8800 GTS 640MB, and it has been for 3 years a very good card also. Of course my nVidia is better than my ATI since it is one generation newer (DX9 vs DX10 card), but if I want to buy a better card, I can't really find one. nVidia's GTX 280 is not really worth the upgrade, since it doesn't bring any benefits over my existing card: I can still run Crysis with satisfying speed at Very High mode. The only reason for me to upgrade would be to look for future development, which means: 64-bit GPU. The limits of 32-bit GPUs are really completely outdated. People are talking about GPU tesselation, and with a 32-bit GPU you can't even cast shadows further than a few kilometers away before they get unusable inaccurate at the projection position (you see the shadow being off by many centimeters when you're away from the light source about 1-2km). Since my 8800 GTS supports OpenGL 3.2, but not fully OpenGL 4.0, the deciding factor is to get a 64-bit card which supports OpenGL 4.0 fully. nVidia seems to have only 32-bit cards, while ATI has been pushing even to 128-bit GPU and 16/32 core CPUs for a while. When there is a OpenGL 4.0 game engine on the market, I will buy it. And then I will need to buy a 64-bit GPU also, and at the moment it seems only ATI can deliver that.
  23. It doesn't matter what the screen resolution is, since people don't use browsers in fullscreen mode. On a widescreen display (1680x1050 or 1920x1080), the browser window is most harmonic at about 60% of the screen width. Plus it needs to have the bookmarks sidebar also visible.
  24. LE uses already multi-threading: For graphics rendering it uses 128 GPU cores plus 1 CPU core. Then you have 3 CPU cores left, which you can use for disk I/O, network I/O and web camera I/O. Now you have all 132 cores (QuadCore+GeForce 8800) in use. CPU cores are slow, so you should avoid them and use GPU cores as much you can.
  25. That's not the real Leadwerks logo, it has small letters and different cogwheels. I would just take the original logo from the web page and vectorize it using inkscape.
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