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Re: ThirtyMinutes
[Re: MB]
#30010
09/16/04 23:42
09/16/04 23:42
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Joined: Aug 2002
Posts: 673 Las Cruces, NM
JimFox
User
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User
Joined: Aug 2002
Posts: 673
Las Cruces, NM
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I see the point of previous posts about lighting. IMHO, though, not every game has to have dark, moody lighting to be good. I think that dark "look" is a bit overdone. Surely there is room for a game where you can see where you are. So, yes, it can be improved. But, darn, it looks pretty good to me, overall. Regards,
Jim
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Re: ThirtyMinutes
[Re: b_102373]
#30015
09/22/04 06:35
09/22/04 06:35
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Joined: Jan 2002
Posts: 692 berlin
MB
OP
User
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OP
User
Joined: Jan 2002
Posts: 692
berlin
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I am leaving my underground and getting outside. Geat feeling: that there's no need to care about lights and illumination, but only sky above and nothing else. No, that's not true. What happened was, that I confronted some severe frame rate considerations. So - going into complex geometry like these few (still unfinished) buildings, sucks framefrate and makes you wonder, what ways there may be to circumvent these problems. I really like the engine, but would love to see it running much faster. @cumpterprogramer: Yes, all this is extremely time-consuming, but programming is worse and you don't see anything. What I found painful as well as extremely satisfying, was doing archiect's work: rebuilding these edifices, texturing them, things like that. It looks really habitable after a while. Hope I can post a little scenery soon.
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Re: ThirtyMinutes
[Re: MB]
#30016
09/23/04 07:54
09/23/04 07:54
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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Quote:
So - going into complex geometry like these few (still unfinished) buildings, sucks framefrate and makes you wonder, what ways there may be to circumvent these problems.
Maybe, this could help you: Lutz Tewe's culling system
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