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Everything posted by vladislavbelov
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It has nothing about architecture of the engine. The answer is: We don't build 64bit game for Windows yet, like we do for other platforms.
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Thank you for the report, fixed in https://code.wildfiregames.com/rP26302 (it was a side effect of an implicit relation). Could you reproduce the slowing at the end? If yes could you enable profiler (usually press F11) when it's noticeably slow and make a screenshot and attach here?
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I don't have an implemented solution yet.
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Because somethings else is broken I might have a good solution, but not in priority at the moment.
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It's incorrect to replace 2.0 by 1.5 because it should convert [0, 1] range to [-1, 1] range, not [-0.75, 0.75].
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mod shiny - alternative main menu & UI theme
vladislavbelov replied to maroder's topic in Game Modification
By the way if the exit button is not so important, is it VIM? I suppose it's not so stretched. It's aligned to the left (right if RTL) with a fixed padding. Which a bit different type of layout in UX. Blender: Office: Browser: The problem with your approach is that you need to skip by eyes a lot of empty spaces to find the each next visual anchor (button text). macOS users I agree that the grouping is a good thing. Though I believe that it needs to be grouped in a more natural way, without a lot of empty space. -
mod shiny - alternative main menu & UI theme
vladislavbelov replied to maroder's topic in Game Modification
Seems like designed for mobiles, not PC displays. Eyes have to walk for a long distance to find important buttons. Which leads to Brownian motion of eyes. -
Fixed in rP26229.
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What's the map?
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Could you attach logs and system_info?
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lag investigation thread
vladislavbelov replied to maroder's topic in Game Development & Technical Discussion
No promises, but I'm working on that -
We have some old but relevant (because of our audience and we don't have LODs) rules about polycount: https://trac.wildfiregames.com/wiki/ArtPolyCountGuidelines, but sadly some new models broke them in a bad manner
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Have you ran update-workspaces.bat?
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Version Control system
vladislavbelov replied to bb_'s topic in Game Development & Technical Discussion
Are there some numbers? (Just wondering, I've met various approaches) I suppose it may not tell about Git, but products like Plastic/Perforce. Because they are commercial and companies might pay for their integration. -
You just need to look inside the projectile manager
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You can draw it by popping a scaled X model. And it's already done (without scaling) in the projectile manager. You don't need shader for that.
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Doesn't matter, some gameplay stuff that generates beams and accounts damage.
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So it's the question to the projectile manager, not the graphics one, at least for now
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Why not replace arrows by the X model and move them by a straight line?
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That's why I mentioned static
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I mean not effect but the X model. The popular and old trick for grass to use 2 quads (or more sometimes) perpendicular to each other.