Search found 47 matches
- 10 May 2019, 17:54
- Forum: General Development
- Topic: Distant objects
- Replies: 34
- Views: 30907
Re: Distant objects
From what I can tell, every time you modify a game world, you need to generate data again. That doesn't sound right, would you have to do it per-instance? It makes way more sense just to do it per-mesh, then you could substitute the billboard for the mesh at long distances. I also don't see what wo...
- 10 May 2019, 15:01
- Forum: General Development
- Topic: Distant objects
- Replies: 34
- Views: 30907
Re: Distant objects
I was thinking about this today and thought about some tricks we could emulate from Oblivion/Skyrim. These would require extra work by modders but supporting them would allow us to push static view distance much further by using pre-generated, pre-atlased assets specially tuned for distant viewing. ...
- 05 May 2019, 08:28
- Forum: Editor Development
- Topic: Procedurally Generated Terrain
- Replies: 6
- Views: 11247
Re: Procedurally Generated Terrain
Unfortunately I don't think there's a particularly simple starting point for this sort of thing, and you do need a good grasp of fairly modern C++ OOP practices to be able to follow a lot of the codebase. If you haven't found it already though I would suggest focusing your attention on the contents ...
- 05 May 2019, 08:16
- Forum: Feature Requests and Suggestions
- Topic: Custom music with its own folders for locations
- Replies: 11
- Views: 9264
Re: Custom music with its own folders for locations
I've thought for a while that adding native support for MUSE's format would be a better option than expanding the ESM format, avoiding a compatibility break. We could even just choose to do both post-1.0. Does anyone know if Skyrim had something like this embedded in the game files to play unique mu...
- 05 May 2019, 08:09
- Forum: Support
- Topic: Disable rotating "idle" Camera?
- Replies: 6
- Views: 3917
Re: Disable rotating "idle" Camera?
I'm pretty sure there's no setting for it, but adding one would be very easy task. I'm also partial to turning off the automatic vanity camera so Nordlicht's not the only one who would appreciate a setting for it.
- 02 May 2019, 02:54
- Forum: Off Topic
- Topic: Educate me: fixed function vs programmable pipeple in OpenGL
- Replies: 15
- Views: 8161
Re: Educate me: fixed function vs programmable pipeple in OpenGL
There's also the OpenGL report data from 0 A.D., might even be more representative of our player base being another open-source game.
https://feedback.wildfiregames.com/report/opengl/
https://feedback.wildfiregames.com/report/opengl/
- 02 May 2019, 02:38
- Forum: Off Topic
- Topic: Educate me: fixed function vs programmable pipeple in OpenGL
- Replies: 15
- Views: 8161
Re: Educate me: fixed function vs programmable pipeple in OpenGL
Yeah, my intention if I do end up making the dedicated system would be to make shaders the default behavior and fixed-function a legacy backup option rather than the way it is now. The idea would be that people could still use the old hardware but any further innovations would be on the shader-based...
- 30 Apr 2019, 09:23
- Forum: Feature Requests and Suggestions
- Topic: Collision detection system discussion [Original title: Very low FPS]
- Replies: 36
- Views: 21517
Re: Very low FPS
Someone who doesn't know OpenGL well, though, is going to make unoptimal and error-prone OpenGL code because they're unfamiliar with how to use it correctly. True you don't have to learn about culling and sorting, but you still have to know about transforms, shaders, the fixed-function pipeline, th...
- 30 Apr 2019, 04:15
- Forum: Feature Requests and Suggestions
- Topic: Collision detection system discussion [Original title: Very low FPS]
- Replies: 36
- Views: 21517
Re: Very low FPS
I genuinely believe that in-house code being considered more complicated and error-prone is a misconception from programmers teaching each other not to trust their own abilities or that of their fellows. We already have 360k lines of code in the codebase, Bullet is another 200k, and then OSG is 480k...
- 29 Apr 2019, 17:20
- Forum: Feature Requests and Suggestions
- Topic: Collision detection system discussion [Original title: Very low FPS]
- Replies: 36
- Views: 21517
Re: Very low FPS
I do mean from scratch. I wouldn't be suggesting it if I didn't think OSG was a serious bottleneck itself. Despite its versatility OSG is not designed for speed and it shows in cull and draw times. It's possible to optimize within OSG's architecture just as its possible to improve Bullet's performan...