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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 ... |
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Panerox |
Support |
5 |
6,801 |
05-28-2012, 11:51 AM |
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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... |
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Panerox |
Support |
5 |
6,801 |
05-28-2012, 10:44 AM |
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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... |
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Panerox |
Support |
5 |
6,801 |
05-28-2012, 09:00 AM |
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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... |
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Panerox |
Feature Requests |
5 |
6,294 |
02-05-2011, 09:03 AM |
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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? |
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Panerox |
Feature Requests |
5 |
6,294 |
02-04-2011, 08:55 PM |
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Thread: VS2010
Post: RE: VS2010
at the moment should not hurry with this. it will take some time, better let Grzegorz makes new features ... ;) |
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Panerox |
Support |
9 |
8,867 |
04-15-2010, 07:31 AM |
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Thread: VS2010
Post: RE: VS2010
in my opinion this is not necessary |
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Panerox |
Support |
9 |
8,867 |
04-14-2010, 04:10 PM |
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Thread: Rivers and lakes
Post: RE: Rivers and lakes
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Panerox |
Feature Requests |
2 |
4,301 |
04-14-2010, 04:05 PM |
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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). |
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Panerox |
Feature Requests |
2 |
4,301 |
04-14-2010, 07:57 AM |
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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... |
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Panerox |
Support |
10 |
9,264 |
04-02-2010, 04:09 PM |
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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... |
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Panerox |
Support |
6 |
7,272 |
03-18-2010, 02:27 PM |
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Thread: Grass Progress
Post: RE: Progress
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Panerox |
Offtopic |
24 |
23,238 |
03-13-2010, 02:21 PM |
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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... |
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Panerox |
Support |
5 |
5,761 |
03-13-2010, 02:18 PM |
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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... |
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Panerox |
Support |
11 |
10,352 |
03-12-2010, 09:28 PM |
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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. |
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Panerox |
Showcase |
8 |
11,576 |
03-12-2010, 09:05 PM |
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Thread: code format for a desc
Post: RE: code format for a desc
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Panerox |
Feature Requests |
3 |
4,838 |
03-12-2010, 08:58 PM |
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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... |
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Panerox |
Support |
11 |
10,352 |
03-12-2010, 07:43 PM |
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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... |
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Panerox |
Support |
3 |
4,541 |
03-12-2010, 10:13 AM |
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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 ... |
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Panerox |
Feature Requests |
3 |
4,838 |
03-12-2010, 09:13 AM |
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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... |
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Panerox |
Support |
2 |
4,122 |
03-12-2010, 09:02 AM |