|
Search Results
|
| Post |
Author |
Forum |
Replies |
Views |
Posted
[asc]
|
 |
|
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... |
|
kulesz |
Graphics |
5 |
6,520 |
12-12-2011, 12:23 PM |
 |
|
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? |
|
kulesz |
Graphics |
5 |
6,520 |
12-12-2011, 10:19 AM |
 |
|
Thread: [solved] Problem Skybox
Post: RE: Problem Skybox
| And there's a dinosaur on the right side :-P |
|
kulesz |
Support |
8 |
9,931 |
12-12-2011, 07:42 AM |
 |
|
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. |
|
kulesz |
Support |
2 |
4,948 |
12-03-2011, 11:16 PM |
 |
|
Thread: C++ to C# ??
Post: RE: C++ to C# ??
| Yes, it's designed to work in native C++ and won't work in C#. |
|
kulesz |
Beginner Questions |
5 |
9,003 |
11-26-2011, 11:28 PM |
 |
|
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... |
|
kulesz |
Feature Requests |
1 |
4,449 |
11-26-2011, 09:02 PM |
 |
|
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... |
|
kulesz |
Physics |
5 |
8,123 |
11-26-2011, 07:58 PM |
 |
|
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. |
|
kulesz |
Tools |
20 |
23,123 |
11-26-2011, 11:54 AM |
 |
|
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. |
|
kulesz |
Physics |
5 |
8,123 |
11-25-2011, 08:38 PM |
 |
|
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 ... |
|
kulesz |
Physics |
5 |
8,123 |
11-25-2011, 06:14 PM |
 |
|
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... |
|
kulesz |
Feature Requests |
1 |
4,302 |
11-22-2011, 02:42 PM |
 |
|
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... |
|
kulesz |
Support |
13 |
15,838 |
11-22-2011, 10:33 AM |
 |
|
Thread: Vertical slider
Post: Vertical slider
| If there's horizontal - it'd be good to have vertical one too :-) |
|
kulesz |
Feature Requests |
5 |
7,282 |
11-21-2011, 09:53 PM |
 |
|
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... |
|
kulesz |
Support |
13 |
15,838 |
11-21-2011, 02:57 PM |
 |
|
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 :-/ |
|
kulesz |
Esenthel Store Sources |
5 |
6,627 |
11-20-2011, 09:27 PM |
 |
|
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.... |
|
kulesz |
Esenthel Store Sources |
5 |
6,627 |
11-19-2011, 08:34 PM |
 |
|
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... |
|
kulesz |
Esenthel Store Sources |
5 |
6,627 |
11-19-2011, 07:28 PM |
 |
|
Thread: Android SDK for non-licensed developers.
Post: RE: Android SDK for non-licensed developers.
|
kulesz |
Feature Requests |
11 |
12,669 |
11-17-2011, 10:26 PM |
 |
|
Thread: Net::World and custom generated world
Post: RE: Net::World and custom generated world
|
kulesz |
Support |
5 |
8,278 |
11-17-2011, 01:59 PM |
 |
|
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... |
|
kulesz |
Support |
5 |
8,278 |
11-17-2011, 10:02 AM |