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Yue

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Everything posted by Yue

  1. I think the traffic system for both pedestrians and cars has the same concept. Mark a route using pivots and set it to move to a certain point and when it is there evaluate its subsequent movement to the next. I think this also has to do with the AI of the enemies in Leadwerks.
  2. t What is the command to disable the camera effects, is to use it from my menu options.
  3. I have never managed to download something like this, I don't see the download link.
  4. Solved. for n=0,world:CountEntities()-1 do local entity=world:GetEntity(n) local entity=world:GetEntity(n) if entity:GetClass()==Object.CameraClass then local camera = tolua.cast(entity,"Camera") camera:SetMultisampleMode(a) end end
  5. function this:Update() d = self.group1.cTextures:GetSelectedItem() if d == 0 then d = 5 elseif d == 1 then dT = 2 elseif d ==2 then d = 0 end Texture:SetDetail(tonumber(d)) World:GetCurrent():SetLightQuality(tonumber(self.group1.cShadows:GetSelectedItem())) end I think the non-existent documentation causes us tremendous headaches :, I have this to update the quality of the textures. Edit : Quality Low Quality High I have tested with an animated model my code, and it seems to work as it should with mipmaps to set the quality of the textures.
  6. Ok, it seems that the GetDetail returns true in case mipmaps can be used, and the corresponding value is for the mipmaps that are generated in the texture for the level of detail in the distance. Mipmas Level 11 Mipmap level 0
  7. Texture:GetDetail() only return number 1. The thing is that if I set values from 0 to 10, the texture degrades in quality. I don't understand GetDetail.
  8. Yue

    Ultra Engine Client App

    A discounted annual, I have to say that I will only be a spectator of this great engine. But for sure there will be some marketing to attract potential use
  9. I'm trying to understand what values that command receives to set the quality of the textures. what values are they?
  10. I think I'm more inclined to understand what happens, if the player flies over the terrain the decals would have to be visible. And like in GTA V a graphic quality option flying over the terrain. If the player is never going to leave the ground, I think it would come in handy to set how far away the decal is displayed from the road. All this can be played with hills, dips in the terrain and things like that. Translated with www.DeepL.com/Translator (free version)
  11. Something I was thinking is that decal textures trigger mipmaps that far away degrades the quality of the texture, all this helps the performance of the decal that when far away does not show in high quality.
  12. This will largely depend on the hardware power of the computer, so it is then up to me to implement a menu of drawing distance options for these objects, and for the end user to change these parameters to optimize performance. Decals have draw distance parameters
  13. I think it has to do with the Occlusion Culling system that is disabled in the editor.
  14. The next engine will come in a few years from Josh.
  15. How can I enlarge the area where the text is drawn in the tab, it does not fit in the respective tab.
  16. Yue

    Common Bottlenecks

    sdf At this point I am going to restart the project, I think it is the best thing to do and gradually check the performance. I note that I am with the effects of shadow and terrain defects in Leadwers and I have the concern that if I do this in C++ is much more stable, is it possible? CPU : I7 2600 Ram : 24 Gigas. GPU : GTX 1050 2 Gigas.
  17. Yue

    Common Bottlenecks

    Quit Terrain. 250 particles emmiter.
  18. Yue

    Common Bottlenecks

    There are many factors that influence the drop in performance. The first one identified is the particle system, in the game I use about 1,000 particles that the emitter activates under certain circumstances, but apparently even if the emitter does not start, those particles affect the performance, just by putting 1000 particles in the emitter without it starting. In this image the emitter is at 250 particles, and I have removed the rocks. Translated with www.DeepL.com/Translator (free version)
  19. Yue

    Common Bottlenecks

    Eventually something points to the particle system, I've turned up the particle max and I get this. The weird thing about it is that the emitter hasn't started, and apparently they are taking up system resources and lowering performance. I use an average of 1000 particles in the storm emitter.
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