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YouGroove

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Everything posted by YouGroove

  1. I don't find it for Entity in the docs. And what are the values ? are they documented ? From code entity:SetShadwoMode(0) means no shadows , what are the other values ?
  2. I don't find nothing about it for lights in the docs ? Or did i not searched on good section ? I didn't find doc about the possible values for lights (Light.Dynamic and others).
  3. Actually there is no search function possible in the documentation, having one would be better. For example i don't find SetShadowMode, typing it under search just don't find anything.
  4. But LE3.1 could expose some editor functions and some panel possibilities ? perhaps Blitzmax GUI layer is the problem ? LE3 can work without plugins, but having plugin system would mean more 3D artists and beginners coming to LE3. A solution could be using Neosis GUI to create additionnal tools to manipulate a 3D scene in real time than save to a file the work. For example of strategy game : run LE3 game that would be in fact a tool with NEosis GUI with buttons to add/remove 3D units on some grid battlefield than save the game units positions and battlefield created to some file. Free models for toyers or beginners, or prototype.Once you begin a serious good game, you will buy quality 3D assets instaed or find a 3D artist in the team to make great ones. It's my point of view, but if SteamWorkshop can bring success to LE3, indeed keep it and make it work.
  5. What i begin to understand is that LE3.1 is mainly targetting C++, even if some of us can make a full small Lua game , main people using LE3.1 seriously, i mean having a serious project game , are using C++ as core game programming. @Einlander : I'll redo a test so on your map.
  6. Not cool. When you download 3D models from some company, they provide you with the sources bitmaps, Blender or FBX original files to be able to tweak them for your needs. This is what i would expect from some Asset Store like system.
  7. I could not launch the game, it says : Steam_api.dll is missing.
  8. Like DudeAwesome, i'm not Steam fan, and using LE3 forum Doanwloads section is just good as it is now , caus i can just pick up anything if i need and use it, Steam won't be great difference for me, i see only presentation change. what i see that is more important and missing are : -LE3 plugin system; if possible would be lot more important : any type of game system or extended features integrated in the editor for beginners or people that don't want to deal with too much coding. Beginners could find FPS , TPS, RPG, RTS or any other game type extension in the editor allowing them to make games without having to deal with all the code behind.Not sure if Lua is the way for that ? -Second point : LE3 games, caus they show what is possible to do and good looking games, will make people wanting to use the engine caus they know it's possible to make great visual games seeing some. -Third point : Some monetized asset store to sell 3D art made by any 3D company with better prices, if plugin system will exist you could find game or features extensions available for little money and very usefull. Also people that could sell plugins would be more lot more motivated to make great ones.
  9. With LE3.1 two ways are possible : 1) 2.5D games : OK and works, you'll have to learn to deal with almost all physics functions available (SetOmega to cancel non desired rotations for example as LE3 don't have axis locking features) 2) 3D planes with 3D bones for characters made and animated in Blender or other modeler - Simple 2D images for backrgound and floor or - Top Down/side 3D view For 2D sprites, 2D Tiles, need 2D animation tools, 2D bones system without needing a modeler than Unity is the way and you'll have plugins extensions for 2D specific features also. you can try more limited features ones like Game Maker , multi media fusion also. Hope that helps.
  10. Powers can't be shared , because the secret of powers is PRACTICE It works, already tested. I mean for standard bones and IK constraint. Armature indeed will be tied to a model, than you paint weight for each bone , you can leave any bones without any weight. Noting special, in object mode select the character (not the armature) and choose "Export to FBX" Here are the options : Some old thread about Blender export and IK discussion containing same params as above: http://www.leadwerks.com/werkspace/topic/8584-blender-export/page__hl__fbx%20export#entry71891 May 3D powers be with you young padawan
  11. What this new section is so desorganized ? Lot of stuff from LE2 mixed with LE3 , so confusing. Event too old tutorials FPS Creator to GMF ? Is not LE3 modern 3D engine ? It would need a real organisation : LE2 : ->Code ->Art LE3 : ->Code ->Art Why not proposing better view list systems : tutorials title only + thumbnails This is tutorials about everything thrown on a thread, but if this is mainly archive that's ok.
  12. http://www.pcworld.com/article/2040865/intels-fourth-generation-core-series-delivers-significantly-better-graphics-performance.html It's real GPU integrated on CPU, and not bad as it can run Crysis 3, so we could expect better LE3 frame rate (last series are even more powerfull) @DerRidda : Sorry i misunderstood your problem.
  13. This should be moved to "3D art" or "Programming" as this is optimisation, not a real bug. Anyway can be good to have other people frame rate as informative point to see how LE3 runs on diverse systems. So here is my test : LE3 modified FPS demo with one directionnal light only : average 45 FPS Win 7 Intel i3-4130 3.4 Ghz 4go Ram Intel HD 4400 I put link to LE3 modified FPS demo for people interested in testing. 07-AI and Events 2.zip
  14. Yes could be usefull. My goal would be to swicth shader of character at any time with some script variable in input. Example : - shader change to a special shader effect (on gameplay conditions) - shader LOD : near distance diff/norm/spec/glow , long distance : diffuse only shader ( sounds lot of performance gain here ) This could apply : If you make level divided in sectors and portals visibility , you could switch shader to simple diffuse one when sector is not one where the player is around.
  15. @Shadmar : you must have a really good PC then This is a good point of view indeed. LE3 requiring minimum OpenGL4 is some restrictive point and some of us are perhaps targetting too much larger PC range. For example , personnaly , i would had liked any OpenGL4 PC (old, medium, new but all OpenGL4) to be at least always 60 FPS with FPS demo even on basic Intel PC, perhaps i ask too much ? Testing i seen two bottlenecks : - LE3 lights and shadows are actually in FPS demo just rendered at any time without any software optimisation, with good PC it won't be too noticeable perhaps, but this is obvious in medium/basic ones. Somewhere this is wasting GPU, that could be gained. - Basic level with one dir light : 70 FPS, duplicate level around player and FPS drops to 50 FPS Some software system will be needed at some point (LOD, shader switch, sectors and portals ...) Why i say that, only because there is lot of software solutions to really improve frame rate, pure hardware rendering is not the way , if big studios adopt Umbra and other software LOD systems, there is a reason i think, or i could not run AC 4 , Witcher 2 on my Intel motherboard video chip. Indeed people can create their own performance software layer on Lua or better in C++, that's just i had prefered to have it in LE3 directly.
  16. Could it be possible to switch in real time a shader for some character to another shader ? and not affect other same characters copies ? Can Lua variables be passed to shaders ?
  17. LE3 FPS demo test on laptop : - no lights : 60-70 FPS - one directionnal light only (anti alias*2, medium light quality) : 40-50 FPS. Map provided for anyone interested. So in case of multiple lights , LE3 will need a good PC to be at ease not only OpenGL4. How to increase frame rate in that case ? - Shader switching to diffuse shader only on distant objects - Shadows de activated on distance - LOD on small assets , also becaming hidden on distance - Combine BSP stuff as room/corridor BSP objects : less objects = less draw calls 07-AI and Events 2.zip
  18. Sorry but shadmar test is like any basic test and can't represent what is going on on real game situation : - one entity model only - texture shader is diffuse only that makes a big difference also - one material only I made a cubic small level made of walls and floors, some cylinders (so several model entities), with some 3 different diff/normal/spec shader materials , even with one directionnal light only, the frame rate was around 38-50FPS. I'll post a simple level. At final perhaps this is not so bad considering that this is not an army of engineers making the engine, so that's perhaps this to us to target a different audience with LE3 and forget mid/old PC having OpenGL4 but not enought powerfull to run LE3 FPS demo smoothly.
  19. Oh com'on shadmar ... i could show you TressFX demo scene with great FPS and very poor frame rate when used in a real game situation. What we have a blue cube and lights, this is far from representing performance in real game situation. Your test and can't represent what is going on on real game situation as you have : - one entity model only - texture shader is diffuse only that makes a big difference also - one material only
  20. I have 30 FPS with normal lights on FPS level, changing lights to "Near" or "Medium" in view range to try performance, the frame rate is around 15 FPS now. Could we have some details on how work "near" , "medium" parameters ? Why it is not tweakable parameters ? FPS LE3 game map with modified lights provided for anyone to test. 07-AI and Events test.zip
  21. @Rick : New code Script.cam = nil --entity function Script:Start() --local pos = self.cam:GetPosition(true) --self.entity:SetPosition(pos,true) end function Script:UpdateWorld() local pos = self.cam:GetPosition(true) self.entity:SetPosition(pos,true) end It's some one time bug , i got your problem like you first time only. But trying again and putting again camera on script field it worked now, i made several other tests with same script no more problem. Could you try again dropping entity on script slot ?
  22. When you'll begin a real game in LE3 not demos, begin the level , put lights, texture and shaders you'll see how it goes. I have only mother board intel card these days , i run Witcher 2 with bigger resolution lot more detailled characters etc ... we can't expect one person engine to be like 5 , 15 or more teams engines i agree. LE3 FPS demo , putting some lights without shadows, other static, only 3 in entire level cast dynamic shadows in that same PC i have 30 FPS maximum, average 20 FPS, and go down to 10 FPS in some cases (settings : anti alias * 2, quality lightening medium, anisotropy * 1, trilinear disabled) In that PC i would expect 30 FPS solid all the time with aliasing * 4, hight lightening quality , in 1280*1024 minimum res for such demo. Testing, i have same and better frame rate runing some Unity complex game level using alternative plugins Bloom, DOF , motion blurr for the free version, these plugin takes a really bunch of GPU as this is not render to texture. Why LE3 frame rate is not better ? I'll make a test. But if If we get rid of majority of shadows and lights, the level won't look so good, so LE3 would loose all it's graphics interest. Performance won't go up adding vegetation, water, full screen effects. If you need a super recent PC to run LE3 game , that's more a tech demo, in that case better buy a recent AAA game instead of indie slow one. Shadmar made some diffuse only shader with LE3.1, if diff/norm/spec shader could be extended to lightmap that would be great. Other stuff that could help LE3 and really really missing : -Lights per shader tuning : specify a maximum number of nearest lights used to compute lightening -Shaders LOD , on distant objects this is diffuse/specular only or diffuse only shader.
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