What are you working on?
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looks nice MH. Does it help performance any?
Not even a little bit. Fillrate is the bottleneck in particles, not vertexes, so I always suspected that there was nothing to be gained here, but it's nice to confirm all the same.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
my particle concerns relate primarily to them overlapping, and their z/draw order.
on a card capable of (playable) rt lighting, fill rate really isn't a problem. :)
on a card capable of (playable) rt lighting, fill rate really isn't a problem. :)
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
mh wrote:looks nice MH. Does it help performance any?
Not even a little bit. Fillrate is the bottleneck in particles, not vertexes, so I always suspected that there was nothing to be gained here, but it's nice to confirm all the same.
Clearly you need to add a few zeroes to how many particles are on screen, in the distance...
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
- Sajt
- Posts: 1215
- Joined: Sat Oct 16, 2004 3:39 am
Here are some houses I made in Maya this week, placed quickerly in a UDK map.
In essence horribly unrelated to Quake, but seeing as my inspiration was Quake related, and this is the only forum I "frequent", I really wanted some other place than facebook to show off some stuff I'm quite proud of, so there! I intend to finish this so it makes more sense where I got the inspiration from, perhaps even attempt to export to a DarkPlaces friendly format.
In essence horribly unrelated to Quake, but seeing as my inspiration was Quake related, and this is the only forum I "frequent", I really wanted some other place than facebook to show off some stuff I'm quite proud of, so there! I intend to finish this so it makes more sense where I got the inspiration from, perhaps even attempt to export to a DarkPlaces friendly format.
I was once a Quake modder
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Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
leileilol wrote:continuing the trend of unreal-based technology used in screenshots...
That character looks familiar.
Is that character superimposed to look like a player model? If so, why Unreal?
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MasterSplinter - Posts: 54
- Joined: Tue Dec 07, 2010 8:00 pm
The furries now have flak cannons?
Urre: Those looks great. They looks like buildings from world of warcraft, not that that is bad.
Urre: Those looks great. They looks like buildings from world of warcraft, not that that is bad.
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
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dreadlorde - Posts: 268
- Joined: Tue Nov 24, 2009 2:20 am
The following video didn't turn out how I imagined it, but I've no time to make it better / do it again from scratch. Anyhow, "enjoy":
http://www.youtube.com/watch?v=8vRFj60eBck
http://www.youtube.com/watch?v=8vRFj60eBck
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
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