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  Thread: Different performance MAC and PC version of the engine
Post: RE: Different performance MAC and PC version of th...

We have many more trees and grass. We need to make the forests, fields of grass and a variety of static objects (such as rocks, stones, etc). We need more detail to our First Person Shooter. All this ...
Panerox Support 5 3,955 05-28-2012, 11:51 AM
  Thread: Different performance MAC and PC version of the engine
Post: RE: Different performance MAC and PC version of th...

(05-28-2012 10:27 AM)Dwight Wrote:  Just out of curiosity, could you decrease the bump-mapping to 0 on your materials? Your scene would be an excellent starting point for my "suspicion". Optimi...
Panerox Support 5 3,955 05-28-2012, 10:44 AM
  Thread: Different performance MAC and PC version of the engine
Post: Different performance MAC and PC version of the en...

We did some tests and we're a little saddened by the results :(. We used a models of RPG demo. The size of the terrain 9x9 areas. 1000-2000 trees and grass. For trees were generated 3 lods, for gras...
Panerox Support 5 3,955 05-28-2012, 09:00 AM
  Thread: Particles and Effects
Post: RE: Particles and Effects

i meant that the engine is developing and growing and need to fill it with different built-in classes. i ask not for myself, i already have the necessary effects:) for myself, i made a Line, Trail, Pa...
Panerox Feature Requests 5 3,850 02-05-2011, 09:03 AM
  Thread: Particles and Effects
Post: Particles and Effects

i would like to see more particle effects. RPG games have many different effects. and since the engine began to develop rapidly:) he needs more effects. what do you think about this?
Panerox Feature Requests 5 3,850 02-04-2011, 08:55 PM
  Thread: VS2010
Post: RE: VS2010

at the moment should not hurry with this. it will take some time, better let Grzegorz makes new features ... ;)
Panerox Support 9 5,375 04-15-2010, 07:31 AM
  Thread: VS2010
Post: RE: VS2010

in my opinion this is not necessary
Panerox Support 9 5,375 04-14-2010, 04:10 PM
  Thread: Rivers and lakes
Post: RE: Rivers and lakes

Cool :)
Panerox Feature Requests 2 2,570 04-14-2010, 04:05 PM
  Thread: Rivers and lakes
Post: Rivers and lakes

can i change the parameters of rivers and lakes (materials, etc.) separately from the ocean? i need to make two different lake (a marsh and a pond).
Panerox Feature Requests 2 2,570 04-14-2010, 07:57 AM
  Thread: Hit detection
Post: RE: Hit detection

i have not used PhysHitCallback. maybe the problem in a local variable PlayerHitDetection2 phd;? Or return value PhysHitCallback:: hit...
Panerox Support 10 5,299 04-02-2010, 04:09 PM
  Thread: Particles support
Post: RE: Particles support

yes, it would be great. i think that the engine needs a more advanced system of particles. something like Particle Universe, SPARK, etc. such little things make a perfect engine. i think it's a mat...
Panerox Support 6 4,228 03-18-2010, 02:27 PM
  Thread: Grass Progress
Post: RE: Progress

very cool... amazing...
Panerox Offtopic 24 14,773 03-13-2010, 02:21 PM
  Thread: how to install
Post: RE: how to install

you need to download the SDK ( http://www.esenthel.com/download/EsenthelEngineSDK.7z ) and unzip it. check that the file downloaded correctly. what error? please explain more in detail...
Panerox Support 5 3,398 03-13-2010, 02:18 PM
  Thread: Rendering images in 3D, facing upwards
Post: RE: Rendering images in 3D, facing upwards

(03-12-2010 08:03 PM)mih Wrote:  could you explain it little more ? You mean by using shaders or what ? no, not shaders. i suggested to you that you can do this by using "VI - Vertex Index Buff...
Panerox Support 11 5,963 03-12-2010, 09:28 PM
  Thread: Darkness
Post: RE: Darkness

(03-12-2010 06:45 PM)Dampire Wrote:  How you make glass on third screen? i think he made a material, where the Tech = Blend. it is not difficult.
Panerox Showcase 8 7,414 03-12-2010, 09:05 PM
  Thread: code format for a desc
Post: RE: code format for a desc

thanks! :)
Panerox Feature Requests 3 2,917 03-12-2010, 08:58 PM
  Thread: Rendering images in 3D, facing upwards
Post: RE: Rendering images in 3D, facing upwards

for example: Code: ... Image* image = ...; Vtx3DSimple _A, _B, _C, _D; _A.pos = Vec(-0.5, 0, -0.5); _B.pos = Vec(0.5, 0, -0.5); _C.pos = _Vec(0.5, 0, 0.5); _D.pos = Vec(-0.5, 0, 0.5);  &nbs...
Panerox Support 11 5,963 03-12-2010, 07:43 PM
  Thread: RM_BEHIND mode
Post: RE: RM_BEHIND mode

yes, one of my video cards does not support D.depthTexture. how can i determine this? i have two ways to display a player, when he is hidden: 1) if supported (and enabled) D.depthTexture -> RM_BEHI...
Panerox Support 3 2,545 03-12-2010, 10:13 AM
  Thread: code format for a desc
Post: RE: code format for a desc

nobody answered to me. :) сan you do that the text can be output using your format (which you use in the Text:: code). i mean, as an example: Code: D.textCode (...); or is it very difficult? this ...
Panerox Feature Requests 3 2,917 03-12-2010, 09:13 AM
  Thread: fur material
Post: RE: fur material

i think you're right. even in some games (Dragon Age, Assassins Creed 2, Mass Effect 2), i found the artifacts worse than this :). the atmosphere of the game hides some of its flaws. :) performance sh...
Panerox Support 2 2,357 03-12-2010, 09:02 AM