Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2013-06-20 in all areas

  1. I modeled it's body first as it was lying down, so it was quite wide to start with. Modified to work as standing now. It's also unwrapped, and legs should hopefully animate well. Added double-sided faces on the tail parts, which should have alpha maps. I also added single faces around the mouth for the larger teeth (also alpha maps there), so it should look cool when it bites down (i love eye-candy). Let me know if there are something that needs to be modified (or feel free to do it yourself!) croc2.zip
    1 point
  2. I was talking about it, excuse me for the misunderstanding.
    1 point
  3. Will do later this evening when I get home.
    1 point
  4. Astonishingly, this option exists in almost all RTS games, but not in EE (1).
    1 point
  5. @Thanduel: Using memory analyzer from http://blog.makingartstudios.com/?page_id=72, run 0ad with it in debug mode , switch to "fragmentation tab" and you'll have nice memory mapping block drawings showing just that. (other tabs still interesting, should be able to spot all the recurring "allocators" code spot, and all the other memory problems)
    1 point
  6. I've noticed in a couple of discussions here that most people are not convinced about memory fragmentation being a significant problem. It may be a good idea to take some fragmentation measurements. I know that in VC++ you can use __heapwalk to walk through the heap and get data on the free/used blocks of memory along with the size of the blocks. http://msdn.microsoft.com/en-us/library/h0c183dk%28v=vs.71%29.aspx It might be interesting to do this a timed intervals to get an idea of the rate of fragmentation.
    1 point
  7. Didn't get much done today. Just some tweaks.
    1 point
  8. Added alpha to the whiskers. Looks great, but after reducing the texture size (currently is 1024) and from normal camera zoom I think it will be difficult to see that level of detail. Anyway, it'll stay alpha mapped . BTW your last version of the Oryx has been already textured. The .zip with the texture is in this post: http://www.wildfireg...96Keep up the good work Micket!
    1 point
  9. Pretty good video on optimisations http://vimeo.com/55639112
    1 point
×
×
  • Create New...