Search Results
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Thread: Advance Particle Effect samples?
Post: RE: Advance Particle Effect samples?
It is possible to make something like this?
http://www.youtube.com/watch?v=6gNnyC2R2...r_embedded |
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Demostenes2 |
Graphics |
22 |
23,193 |
12-17-2011, 04:21 PM |
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Thread: wiki performance tips question
Post: RE: wiki performance tips question
(12-17-2011 12:01 AM)Dandruff Wrote: why would you want to distribute your game if you know the engine's just going to convert the textures into dxt?. It is "recommended" to just start with the... |
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Demostenes2 |
Beginner Questions |
4 |
5,873 |
12-17-2011, 12:54 AM |
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Thread: ogre3d ported to chrome's NaCl (native client)
Post: RE: ogre3d ported to chrome's NaCl (native client)
I think current set of supported platforms is enough (by far). More platforms you support, more problems you have. For example Unity3D is already terribly paying for it. |
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Demostenes2 |
Making Games |
6 |
7,876 |
12-16-2011, 05:50 PM |
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Thread: Adjustable Terrain LOD
Post: RE: Adjustable Terrain LOD
Agree, having this under control would really help to optimize performance. |
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Demostenes2 |
Feature Requests |
1 |
3,278 |
12-16-2011, 09:44 AM |
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Thread: Texture painting problem.
Post: RE: Texture painting problem.
(12-15-2011 04:10 PM)Esenthel Wrote: and I'll adjust the blending epsilon value in the editor
What about making this constant tweakable directly from editor? |
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Demostenes2 |
Graphics |
8 |
7,730 |
12-15-2011, 04:20 PM |
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Thread: Improving the Editor
Post: RE: Improving the Editor
(12-15-2011 06:56 AM)grogbro Wrote: Its a daunting thing as an artist to have to get Visual Studio, edit the code, the compile just to get the ability to place an OBJ_SOUND into an environment.... |
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Demostenes2 |
Offtopic |
44 |
35,884 |
12-15-2011, 09:39 AM |
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Thread: Object List Becomes Unusable
Post: RE: Object List Becomes Unusable
(12-15-2011 06:32 AM)aceio76 Wrote: I think being able to filter certain objtypes out of the list is a very good start.
Well, if you have 600k trees (or 200m of grass), you dont want klick on ... |
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Demostenes2 |
Tools |
3 |
4,765 |
12-15-2011, 09:25 AM |
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Thread: Object List Becomes Unusable
Post: RE: Object List Becomes Unusable
I have same experience. Problem is obvious when I have grass and trees in the world. In our case it can mean 300-400 millions of grass and 0,6 million of trees.
I really suggest to put trees and gra... |
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Demostenes2 |
Tools |
3 |
4,765 |
12-15-2011, 02:16 AM |
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Thread: Improving the Editor
Post: RE: Improving the Editor
(12-14-2011 12:27 AM)fatcoder Wrote: In fact it doesn't even need to be an option. It could be automatically done by the engine for all meshes based on their screen space size. Once a mesh uses... |
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Demostenes2 |
Offtopic |
44 |
35,884 |
12-14-2011, 09:10 AM |
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Thread: Object brush angle limitation
Post: RE: Object brush angle limitation
(12-13-2011 10:14 PM)paviii Wrote: If you change the speed slider it basically acts like a density parameter.
I know, but i am not able to set it for each mesh individually. |
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Demostenes2 |
Feature Requests |
7 |
6,766 |
12-13-2011, 11:38 PM |
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Thread: Object brush angle limitation
Post: RE: Object brush angle limitation
I think other good idea would be individual density for each object in object brush. When I am painting grass, I use some base types of grass + flowers and flowers have far lower density. |
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Demostenes2 |
Feature Requests |
7 |
6,766 |
12-13-2011, 07:32 PM |
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Thread: Improving the Editor
Post: RE: Improving the Editor
Exactly. And having for example 400 drawcalls (even cheap ones) is wasting (with visibility 200+ is pretty easy to have such ammount of small objects in view). This is reason, why I like clean solutio... |
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Demostenes2 |
Offtopic |
44 |
35,884 |
12-13-2011, 04:20 PM |
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Thread: Improving the Editor
Post: RE: Improving the Editor
(12-13-2011 11:57 AM)yvanvds Wrote: You could make an emtpy mesh, save it and import it as the last LOD.
Sure, but I prefer clean solution. BTW I am not sure if empty mesh does not generate dr... |
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Demostenes2 |
Offtopic |
44 |
35,884 |
12-13-2011, 12:49 PM |
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Thread: Improving the Editor
Post: RE: Improving the Editor
Would be possible to add to LOD options possibility to not render from some distance? So I could have mesh -> lod -> billboard -> off, or just mesh -> off.
Small objects like apples, spoon... |
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Demostenes2 |
Offtopic |
44 |
35,884 |
12-13-2011, 11:16 AM |
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Thread: wiki performance tips question
Post: RE: wiki performance tips question
(12-13-2011 02:19 AM)Esenthel Wrote: textures are generated in DXT5 with mip maps by default in material editor, why do you say they are not? please provide some test data that confirm otherwis... |
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Demostenes2 |
Beginner Questions |
4 |
5,873 |
12-13-2011, 09:14 AM |
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Thread: wiki performance tips question
Post: wiki performance tips question
I dont understand this:
"For the final product version use Meshes (if possible) with no software versions (MeshBase) using Converter tool, or Mesh::delBase() method in custom tool, keeping only GPU v... |
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Demostenes2 |
Beginner Questions |
4 |
5,873 |
12-13-2011, 02:09 AM |
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Thread: Placing a lot of similar objects
Post: RE: Placing a lot of similar objects
And in other terms?
I noticed, that build is significantly faster than editor when using lots of trees and grass on the terrain. What are you internaly doing with this? Some combining? I would like ... |
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Demostenes2 |
Support |
13 |
11,002 |
12-13-2011, 12:51 AM |
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Thread: Improving the Editor
Post: RE: Improving the Editor
I noticed, that grass and trees can be listed in object list menu. We have cca 600k trees in the world, grass instances are something like 200m. Would be possible to hide it somehow, or put to other c... |
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Demostenes2 |
Offtopic |
44 |
35,884 |
12-12-2011, 07:08 PM |
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Thread: Possible Pathfinding Bug
Post: RE: Possible Pathfinding Bug
I dont know if this is related to this issue, but I made simple terrain, put some trees, etc...and character (your default) is sometimes stucked against invisible barrier. No matter if flying 20m abov... |
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Demostenes2 |
Support |
17 |
12,517 |
12-12-2011, 02:14 AM |
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Thread: Improving the Editor
Post: RE: Improving the Editor
(12-11-2011 11:59 PM)Tottel Wrote: I think Esenthel does this deliberately :p
No matter how complicated the mesh, you simply shouldn't have 20 (or anything near it) materials on a single objec... |
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Demostenes2 |
Offtopic |
44 |
35,884 |
12-12-2011, 01:26 AM |