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Query Failed
Bj�rn
Thursday, June 23, 2005
Wow! Really nice! Now I don't have to convert to the "evil" side to get AA on Alpha Textures, I know now there's a tecnique for softening Alpha's without SSAA. All we need to do now is to convince some game developers to incorporate this in their games. And why haven't they yet?
Really nice Humus! You could teach iD and Valve (i.e) some things (Or many =D).
Take care =)
Humus
Wednesday, June 22, 2005
Jan, lightmaps aren't outdated. Why use something that's slower and looks worse, when lightmaps gives you soft shadows dirt cheap? This whole "unified lighting" buzzword is just another way of saying "I'm too lazy to optimize". I don't see lightmaps going out of fashion anything soon, though their use will change slightly from the whole diffuse lighting packed into it to something more like a shadow mask for each light. That's what I'm thinking of doing anyway.
Awesomator, I'm still loading from .t3d and just reading plain polygons. Initially it's going to be pretty much just eye-candy only, but there are some lose plans to make a real game out of it. We'll see how things turn out.
Humus
Wednesday, June 22, 2005
That seems very backwards. It should be faster with pre-Z, and the difference should be much larger with the complex shader.
Awesomator
Wednesday, June 22, 2005
Are you coding your own editor or are you still importing *.t3d unreal files? If you are using unreal text, then are you using constructive solid geometory with them this time (as i dont think you did in your demos)? You could even make your lightmaps floating point to include some HDR effects for eye candy =)
Will the engine also feature AI, ect or is it just graphical? If you havent already, you should check out the Novodex physics SDK, it awesome. Its got bags full of features that no other physics API has and soon it will be hardware acelerated.
Nice screen shots but perhaps a little too hard to see what is in them. Keep up the good work. I have total confidence that this will be a realy good engine.
Headfire
Wednesday, June 22, 2005
Now its working fine.
Is it normal, that pre-Z is much slower than non-pre-Z on my Radeon 9600XT with 5.3 driver?
20% slower non-complex shader
2% slower complex shader (ok the shader power limits here, or?)
Humus
Tuesday, June 21, 2005
Alright, I've fixed that issue, plus a whole bunch of other GUI issues I knew and some I discovered while debugging the others. But now things should be working fine.
Jan
Tuesday, June 21, 2005
It�s great as most of your demos! I�m looking forawrd to "play" it! :-)
But I would use static lightmaps - that�s outdated! Make it clean and dynamic instead, even if it has some FPS less then.
Humus
Tuesday, June 21, 2005
Settings are stored in HKEY_CURRENT_USER\Software\Humus
You can toggle between windowed and fullscreen with Alt-Enter.
Apparently I have a bug there, and a few others too. I'll fix up the GUI part of the framework and post a new version.
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