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Messages - erico

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1
Hello Zethael, welcome!

That is a bit of a difficult question because it will depend on your hardware and things like resolution and whatnot.
Let´s see if one of our friends here, specially the ones who use 3d more, can shed some light.

If I was on your shoes, this is what I would do:
-create a simple project on, let´s say, full hd resolution.
-add objects with a counted polygon till it slows down.
This would give me a certain measure, but your game logic may also slow things down, so I would work with some 1/4 reduction on the total.

Anyways, lets hear what others have to say. I´m interested on the subject but on a little different front. I´d like to know how many characters with a certain complex AI I can hold in a real time simulation. Like a real time rogue like with 50k live entities. This is also a hard question as it depends on the processor and the AI coded, but with the approach above I can sure get some base numbers.

2
GLBasic - en / Re: Smooth scroll
« on: 2019-Apr-09 »
I will give it a shot! Last code you did is quite nice, maybe this could be on the snippets too.

3
GLBasic - en / Re: Smooth scroll
« on: 2019-Apr-06 »
Like Snoopy said.

Tried his code and I found it works better than mine on that front but still stutters a little bit.
Later I found out it was something on my new computer´s gfx config that was causing the harder stutters.
Also, I´d like to keep the resolution on par with the gfx, no higher res that can do "subpixel" movement.

I´m still working a middle ground to all these but the gfx board config was really what was dragging things down.
It now stutters very very seldomly. :)

4
GLBasic - en / Re: Fullscreen mode
« on: 2019-Mar-26 »

5
Off Topic / Re: Now that cool.....
« on: 2019-Mar-25 »
Looks and sounds outstanding to me. The sound is a bit harsh, but if oldschool is the must, then all fine. :)

6
Competitions / Re: Hello World - Contest
« on: 2019-Mar-25 »
What? A dreaded deadline appeared! I will try to be a part too, but time is not on my side. ;/

7
Hijacking the thread, I made a few 3d->2d tests to easy up some sprite creations, I´m not sure I like it so far but it has its charm.
This is raw 3d, I don´t know, it feels a bit minecrafty and mechanic.
I tried to go for the Vigilant arcade sprite look.The border can be worked out better and so the animation and posing.

8
GLBasic - en / Re: Smooth scroll
« on: 2019-Mar-06 »
oh my! I didn´t see your code! How absurd.
For some unknown reason I went right through it.  :S

Will check it out right now!

9
Nice Space! This is a feat lots of people where looking for! :good:

10
GLBasic - en / Re: Smooth scroll
« on: 2019-Mar-05 »
Thanks for the data guys, very appreciated.
I will change the code to integers and check the results. :good:

Really sad news about Bak...

11
GLBasic - en / Smooth scroll
« on: 2019-Mar-03 »
A quick question before I open a proper thread.
I´m working on a sidescroller shooter with paralax like Shadow of the Beast.

I´m having a float add to the scroll with percentages but I sense a bit of jagging, probably when a layer does not move in rhythm with the rest.
would it be better if I break a loop in cycles and feed a pixel to each layer per cycle when appropriate? Or would that be the same?

I kind of sense that all adds to the layers must not be broken, like 1, .5, .25, .1 or at least decimals, but never something like 66.66.
It all has to be able to sum to 1 so it keeps a rhythm, Am I tripping here? What do you guys think?
<a href="http://www.youtube.com/watch?v=iaG9Xl3DF-o" target="_blank">http://www.youtube.com/watch?v=iaG9Xl3DF-o</a>

12
Beta Tests / Re: 3d Space Sim
« on: 2019-Mar-03 »
Now I just wonder, you are probably dealing with numbers super small and huge, are you keeping it all float?

13
Beta Tests / Re: 3d Space Sim
« on: 2019-Mar-02 »
That is great, so you have a whole simulation of accretion disks to form the planets? Do you have different process for rock, gas,ice planets? Rings too?

14
Beta Tests / Re: 3d Space Sim
« on: 2019-Mar-01 »
 <3 That is neat! Would it work better if the planet shading was more "hard", like a cartoon shade?
Looks awesome and I bet even better while moving about. :)

15
ops, Moru got there faster on the EN thread! As he said. :good:

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