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Re: What are you working on?
[Re: sivan]
#432044
10/29/13 14:20
10/29/13 14:20
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Joined: Aug 2002
Posts: 3,258 Mainz
oliver2s
Expert
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Expert
Joined: Aug 2002
Posts: 3,258
Mainz
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Re: What are you working on?
[Re: oliver2s]
#432091
10/30/13 10:10
10/30/13 10:10
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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@oliver, yes some random pan and tilt. all entity vertical positions can be updated by a button, if terrain deforms afterwards. just made some performance tests with 480 units pathfinding in 20 groups, utilizing pro features: terrain cache (lod currently results in ugly terrain self shadows), bone animation, and sprite instancing. terrain resolution is also lowered now. no magic speed, just acceptable results, now I can avoid using static lightmaps. and with some further character and group code optimization it will be a bit better. high settings for future pc-s (I get around 17-23 fps depending on camera view):  lower settings for current pc-s (I get 25-35 fps depending on camera view): 
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Re: What are you working on?
[Re: wrekWIRED]
#432392
11/05/13 19:11
11/05/13 19:11
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Malice
Unregistered
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Malice
Unregistered
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@WrekWIRED Looks nice. Keep posting and working. And keep learning, I'd say that the really great looking stuff in this thread comes from people would spend the time to search and learn outside of the 3dgs area. But even great storms start with small winds so just keep moving towards your goals.
@sivan Every month something new and better. How long has the dev cycle been now? It's always looking more awesome.
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Re: What are you working on?
[Re: ]
#432393
11/05/13 19:37
11/05/13 19:37
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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@sivan bloom: scene -> highpass -> blur -> combine but it's looking really nice 
POTATO-MAN saves the day! - Random
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