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Yue

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  1. Yue

    Untitled.jpg

    Shadows Terrain?
  2. In the process of optimization, which is rather a process of rewriting the game as a whole. The problem seems to be the lightning to collect the items, as well as wanting to attach different objects to the player's backpack. In the game with the player controller, the performance drops, but it is still bearable. A scene without the character controller goes for 300 frames per second, and in the level 180 frames per second. I'm moving on to the vehicle implementation and this is sure to drop even more. My gtx 1070 is not as good as I thought.
  3. By the way the illumination probes that can be scaled like brushes.
  4. According to images, I think that lighting with textures, only elimination, and the one where you see only colors, the last one should be only a base layer, the one to see the polygons mesh I see it useless.
  5. Optimizing this, it's really scary, but I have better performance. I've dismembered everything, and checked every script, to see where the performance is messed up. In this scene I have a very good amount of frames per second. The mistake was not to start with the stats and I'm paying dearly for it. Quality of shadows and terrain to the maximum.
  6. Does anyone know the password?
  7. If I remove the occlusion system from the camera the error is not displayed. However, everything is rendered even if it is not in the camera. What I am trying to do is to create a base with small rooms and setting a respective angle to avoid the problem. If the wall is not too far away from the camera the effect is not seen.
  8. https://www.mediafire.com/file/r97h1kbj9daz83p/AstrocucoX.rar/file Look at this simple test, in such a case if I have a box, or a terrain I have that strange effect. You remove the sky with the m key.
  9. It is using a skybox that produces that effect, even if it is just a simple outline, a cube, with 6 walls. The problem is that the sky box and my eight gigabyte gtx 1070 graphic produces this unpleasant effect and the same if I have a terrain, even if it is 512 x 512 In such a case the solution is to create a small base on the surface, and then in another level without skybox or terrain, create the base underground. That level would not have the base would not have that skybox, and you would not see that problem. I know that in a more powerful computer the defect would be visible, but for me it is a problem when I want to show the progress of the game in a video. In such a case my gpu would not be the problem, I think it is my second generation processor an I7 from several years ago. But what is really strange for me is that if I play GTA V, that doesn't happen.
  10. No, I don't have anything in the scene, only the last image, the error only happens when I have fog, or a terrain, or the sky. And inside a brush structure, when I rotate the camera, the wall suddenly appears and the skybox appears in the background.
  11. #version 400 // Uniforms uniform samplerCube texture0; // Cube map uniform vec3 cameraposition; uniform vec2 camerarange; // Inputs in vec4 ex_vertexposition; in float ex_selectionstate; in vec3 ex_VertexCameraPosition; out vec4 fragData0; out vec4 fragData1; out vec4 fragData2; out vec4 fragData3; void main(void) { vec3 cubecoord = normalize(ex_vertexposition.xyz - cameraposition); vec4 outcolor = texture(texture0, cubecoord); // Calcula la distancia desde la cámara al fragmento float distanceToCamera = length(ex_vertexposition.xyz - ex_VertexCameraPosition); // Compara la distancia con el rango de la cámara para determinar si está detrás de otros objetos bool isBehind = distanceToCamera > camerarange.x && distanceToCamera < camerarange.y; if (isBehind) { // Si el fragmento está detrás de otros objetos, dibuja el skybox fragData0 = outcolor * (1.0 - ex_selectionstate) + ex_selectionstate * (outcolor * 0.5 + vec4(0.5, 0.0, 0.0, 0.0)); } else { // Si el fragmento está delante de otros objetos, no dibujes nada discard; } fragData1 = vec4(0.0); fragData2 = vec4(0.0, 0.0, 0.0, 0.0); fragData3 = vec4(ex_VertexCameraPosition, 1.0); } Looking at the skybox sahder, but everything seems to be ok, chatgpt tells me it is the occlusion system.
  12. Likewise, disable the fog when inside an installation, the question is why this happens, it is not my graphics card that I had before, the gtx 1050 of two gigabytes, much less the one I have now gtx 1070 of eight gigabytes. But the good thing about understanding all this is that I can do something about it, and not be suffering for not understanding what is happening.
  13. If I remove the sky and terrain, the walls of the facility do not disappear when I rotate the camera. In such a case a solution would be that when I am inside the station I can remove the sky and the terrain, I suppose that with the sky I can remove the material, but I don't know if I can hide the terrain.
  14. I have dismembered the whole base, and the problem is corrected the shadows of focus light, now, the problem that the walls disappear I will have if I solve it by creating a new base but taking into account several factors of design and testing. The thing is that @Josh a few years ago mentioned that it was because of my nvidia gtx 1050 gpu, now that I have a gtx 1070 of eight gigas, it happens the same. Possible solutions, create the base in another level, and in the terrain just leave a door to enter it and make the respective level change. Where on the ground will be able to store the rover in a garage.
  15. The shadow delay is that if I put two focus lights too close together it happens. I think I will implement the debugging information and work based on this.
  16. https://www.mediafire.com/file/kjn0redkq8hmt5t/AstrocucoX.7z/file I have problems with the walls disappearing when I am inside the structure. And the focus lights in their shadows have lag
  17. At this point I am having performance problems on my computer. I will release a test version, I guess I have overdone the use of brushes to create a base.
  18. Yue

    Twisted Science

    I believe I have traveled the same path you have taken. Any questions I am here to give you guidance. My beginnings were also BB, BMX.
  19. Yue

    Twisted Science

    I am one of those who think that machines or video game engines are just tools, the art is in human beings, they are the ones who develop the skills, this is the case, you can say that with a coal as much as with a box of watercolors and brushes you can do great things.
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