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[quote][b]shogun[/b] wrote: Hi, I'm Friedrich Hanisch. Yes, we don't use pretty shaders and stuff. We thought about using normalmaps, but to be honest, doing all the concepting, drawing, programming, modelling, texturing and animating was hard enough to do in four months with only two people. ;) So those were the things we have, Frobozz. That said, it's clear that the game won't be a game. It's just the prototype of a game. Sorry, Niko. ;) We have no intentions to finish it, as the semester is over and we have to move on. (Okay, one professor asked us to extend it, but to be honest, the prototype grew to a monster in the last weeks and I don't want to touch it again.) Frobozz, the horrible performance has many reasons, the first was mentioned by matt: I am not a real programmer. I study design, not computer science. Second, I didn't had the time for many optimizations; I just wanted to add at least some gameplay. Third, I use DirectX 9 (because of some custom materials) - which doesn't have the new VBOs of Irrlicht implemented. We use pretty much nodes in the scene, which is a performance eater. Fourth, the more characters are in the scene, the more you can say bye-bye to the frames per second. Vertex animation is expensive. Really expensive. And remember, there is no inbuilt hardware skinning in Irrlicht yet. Perhaps you could at least try to look at the screenshots with the eye of a designer. We don't get grades for fancy shaders, we get grades for choice of colors, overall style, everything fitting together.[/quote]
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