Особливо 64-битный. :)
задали интересный вопрос, можно ли запустить приложение в разрешении - 11240 на 1050
ну точнее уже готовое
это какой то адский экран
toni_3d
> 11240 на 1050
Ваа,хачу!
toni_3d
> задали интересный вопрос, можно ли запустить приложение в разрешении - 11240 на
> 1050
> ну точнее уже готовое
> это какой то адский экран
неужели художники попросили ? :)
Igor'
осталось найти место под экран 35 м в длину и 4м в высоту ))
toni_3d,на улице повешу :D
нет ли у кого исходника простенького платформера?
пробовал сделать как в туторе - http://gcup.ru/forum/60-4318-1
фигня какая то получается, очучение что игрок проваливается сквозь платформу
подскажите как отключить обзор мышью
нашел
bFreeLook = false; // to disable free look with mouse
bMousing = false; // to disable mousing
это похоже надо скрипт писать
можно ли отключить как нибудь попроще ?
Внизу есть панельки с надписями. Их размер можно менять? У меня не влазят надписи полностью..
смотрел тут эту тему http://www.gamedev.ru/art/forum/?id=137413 и решил поделиться инфой.
в рассылке у эпиков спросили про полигонаж персов Гирсов 3, вот что они ответили.
First off, we base our numbers off of vertex count rather than polygon count
as that's what the GPU cares about and you get a more consistent metric that
way, so that's the basis for these numbers.
Moving from Gears 2 to Gears 3 one of the issues we had was the significant
amount of extra memory taken up by cinematic versions of our characters being
loaded and unloaded causing memory spikes, and also spending the memory
resources for a separate gore mesh per character. With 3, we have made some
tradeoffs there and it seems to be working out even though there are some
performance considerations. As it stands now we have main characters like
Marcus and Dom who are ending up in the 12k-13k range. Supporting characters
are in the 8k-10k range, and then we have characters who are more generic or
who are onscreen in multiple instances like the locust grunt or lambent
humanoid enemies who live in the 5k to 8k range, some less and some more. Our
initial target was 10k-12.5k for main closeup cinematic characters and 8k-10k
for supporting. Everyone else is "as low as we can go before we get sad".
These rules were not hard and fast, and some of the characters are
significantly under these counts if we could get away with it. A few are
slightly over although we have been optimizing many of these down as we look
at the final level of detail we need and reducing edge cases that could cause
memory spikes.
Our main change is that we no longer have a separate cinematic character, we
simply manage our texture streaming per scene via the 'stream in textures'
kismet action in conjunction with a "cinematic mip levels" setting on
character materials, so for our cinematic scenes we have high resolution
characters without having to stream in another 10k-13k verts for cines and the
overall texture memory impact is similar. We have also unified our gore mesh
and our far LOD, so the LOD is actually our gore mesh with the internal
sections flagged to not render. This reduces our unique mesh count from 4 to 2
and our overall vertex memory footprint considerably. It does have the
ramification of increasing GPU overhead in our multiplayer modes because we
are rendering characters with more verts in MP, but doing our testing in PIX
on the xbox we found that our GPU ceiling was high enough to afford it and it
reduces gamewide memory. Our LOD model target was 30-40% of the original mesh
verts and we have pulled our LOD distances in slightly from Gears 2 without
much visual impact which reduces the rendering thread impact considerably. The
LOD is basically just as low as you can get it without crushing the silhouette
and then the distance is tweaked until you just barely see a 'pop'.
We are still working final kinks out of this process, things like alternate
bone weights for ingame vs. cinematics to support facial and fingers, the
additional eye material for cinematics, and resolving the additional chunk
due to higher bone counts and all that seems to be working well.
Что пацанчики , теперь и под Iphone
http://www.develop-online.net/news/35760/Epic-outlines-dev-costs-… Unreal-Engine
Jeka
UDK?
Бабульки у подъезда говорят что тулы для ифона будут работать под виндой
подскажите как сделать что бы курсор не центрировался на персонаже?
знаю что удк-сприптами, но я не разу не программист,
может кто поделится ?
toni_3d
UT2D, есть такой мод, с ним исходники поставляются. Где-то на moddb.com было выложено.
Тема в архиве.