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Re: SamaGames looking for team members [Re: painkiller] #372805
06/04/11 15:06
06/04/11 15:06
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Quote:
Support told us that we couldn't to that with Gamestudio.

What? A shader on every object, blocks and entities, and multiple post processing shaders work fine for me (above 300fps).


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

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Re: SamaGames looking for team members [Re: Superku] #372810
06/04/11 15:38
06/04/11 15:38
Joined: Mar 2006
Posts: 2,252
Hummel Offline
Expert
Hummel  Offline
Expert

Joined: Mar 2006
Posts: 2,252
Eventually depends on the complexity of the shaders you are using. The forward lighting shaders you find on the wiki are the hell if you use them extensively.
There is no nativ deferred lighting support in GS.

Re: SamaGames looking for team members [Re: Hummel] #374506
06/19/11 15:02
06/19/11 15:02
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
Serious User
Rackscha  Offline
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
as far as i know, the current example shaders are nice to have, but their performance is..not so good.


MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
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