Search Results
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Thread: Shadowing Artifact at World Edge
Post: RE: Shadowing Artifact at World Edge
It's not a new issue, I've noticed this about 3 months ago... And actually, it makes sense, as lighting doesn't cast shadows through the polygon backface. And because your hill is cut in half, light f... |
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kulesz |
Graphics |
5 |
5,136 |
12-12-2011, 12:23 PM |
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Thread: Shadowing Artifact at World Edge
Post: RE: Shadowing Artifact at World Edge
This can also happen in game, when terrain raises and ends up at the end of last area.
BTW, can you check it with material culling enabled? |
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kulesz |
Graphics |
5 |
5,136 |
12-12-2011, 10:19 AM |
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Thread: [solved] Problem Skybox
Post: RE: Problem Skybox
And there's a dinosaur on the right side :-P |
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kulesz |
Support |
8 |
7,618 |
12-12-2011, 07:42 AM |
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Thread: Camera Orthogonal
Post: RE: Camera Orthogonal
There's no way to set orthogonal view in game (in direct way), but you can limit the FOV:
Code:
D.viewFov(DegToRad(30.0));
It will imitate the orthogonal view very well. |
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kulesz |
Support |
2 |
3,866 |
12-03-2011, 11:16 PM |
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Thread: C++ to C# ??
Post: RE: C++ to C# ??
Yes, it's designed to work in native C++ and won't work in C#. |
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kulesz |
Beginner Questions |
5 |
6,931 |
11-26-2011, 11:28 PM |
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Thread: Mobile SDK splashscreen?
Post: Mobile SDK splashscreen?
I don't know if it's a common issue, but on my mobile phones EE takes some noticeable time to start (10+ seconds). Maybe it'd be possible to use some custom splash screen (one simple image) before all... |
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kulesz |
Feature Requests |
1 |
3,382 |
11-26-2011, 09:02 PM |
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Thread: Different physics in Mobile?
Post: RE: Different physics in Mobile?
But isn't the addTorque time independent? (I'm adding the final amount of torque, that affects the actor in current time, not the delta)
Doing:
Code:
actor.addTorque(Vec(0,0, 100*Time.d())*matrix().o... |
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kulesz |
Physics |
5 |
6,354 |
11-26-2011, 07:58 PM |
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Thread: Spliting up Single Animation
Post: RE: Spliting up Single Animation
Forcing is worse, than having support for 2 systems.
A lot of models on the net still have only one animation.
It is also important, when you develop alone and don't have anyone to do graphics. |
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kulesz |
Tools |
20 |
17,291 |
11-26-2011, 11:54 AM |
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Thread: Different physics in Mobile?
Post: RE: Different physics in Mobile?
So, adding 22Nm of torque in PhysX and Bullet results in 2 different actions? Thats kind of nonsense, because it makes one of the engines completely unreliable. |
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kulesz |
Physics |
5 |
6,354 |
11-25-2011, 08:38 PM |
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Thread: Different physics in Mobile?
Post: Different physics in Mobile?
Hi,
I've got the following situation: there's an object (plane), that is flying with a constant speed, by setting its velocity constant:
Code:
actor.vel(Vec(throttle, 0, 0)*matrix().orn());
Then I ... |
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kulesz |
Physics |
5 |
6,354 |
11-25-2011, 06:14 PM |
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Thread: Question to Esenthel about mobile SDK
Post: Question to Esenthel about mobile SDK
I've got one question: how difficult is implementing cell shading (Color Palette Rendering + Edge Detection) in mobile SDK? How would it hit performance eventually?
I'm asking, because a lot of popul... |
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kulesz |
Feature Requests |
1 |
3,291 |
11-22-2011, 02:42 PM |
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Thread: Placing a lot of similar objects
Post: RE: Placing a lot of similar objects
Actually I have no problem with drawing 20k and more meshes (even more complicated, than simple cube) in EE. Even with physics :-)
My problem is relating only to mobile platforms - because of its lim... |
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kulesz |
Support |
13 |
12,020 |
11-22-2011, 10:33 AM |
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Thread: Vertical slider
Post: Vertical slider
If there's horizontal - it'd be good to have vertical one too :-) |
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kulesz |
Feature Requests |
5 |
5,548 |
11-21-2011, 09:53 PM |
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Thread: Placing a lot of similar objects
Post: Placing a lot of similar objects
Is there a way to make some geometry instancing in EE?
I'm trying to make a random generated dungeon, similar to those in old roguelike games, just in 3D - made from some cuboids and cuboid-like wall... |
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kulesz |
Support |
13 |
12,020 |
11-21-2011, 02:57 PM |
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Thread: [Android] Crash on world update?
Post: RE: [Android] Crash on world update?
Ohhhhhhhhhhhhhhhh... What a silly mistake. You're right, Esenthel... I was using a new mobile SDK, but forgot to update tools :-/ |
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kulesz |
Esenthel Store Sources |
5 |
4,914 |
11-20-2011, 09:27 PM |
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Thread: [Android] Crash on world update?
Post: RE: [Android] Crash on world update?
Actually there were no earlier messages connected with application.
World is a simple, plain area with one texture and no objects - test only. Everything takes a little more memory, that sample code.... |
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kulesz |
Esenthel Store Sources |
5 |
4,914 |
11-19-2011, 08:34 PM |
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Thread: [Android] Crash on world update?
Post: [Android] Crash on world update?
Hi,
I've just tested Android SDK and it crashes with simple program. It's generally the base project code with world loading added.
When I comment "Game::World.update(Cam.at);" eveything works (excep... |
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kulesz |
Esenthel Store Sources |
5 |
4,914 |
11-19-2011, 07:28 PM |
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Thread: Android SDK for non-licensed developers.
Post: RE: Android SDK for non-licensed developers.
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kulesz |
Feature Requests |
11 |
9,969 |
11-17-2011, 10:26 PM |
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Thread: Net::World and custom generated world
Post: RE: Net::World and custom generated world
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kulesz |
Support |
5 |
6,424 |
11-17-2011, 01:59 PM |
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Thread: Net::World and custom generated world
Post: RE: Net::World and custom generated world
(11-17-2011 08:37 AM)rndbit Wrote: you do stuff yourself. like we did - we use our own network handling code, we spawn objects dynamically, we move objects accordingly when certain packets arri... |
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kulesz |
Support |
5 |
6,424 |
11-17-2011, 10:02 AM |