Distortion Wave & Ambient Occlusion (baked)
#21
Posted 04 May 2010 - 05:27 AM
#22
Posted 04 May 2010 - 12:57 PM
Regards,
Schyler
#23
Posted 04 May 2010 - 04:18 PM
#24
Posted 04 May 2010 - 11:59 PM
#25
Posted 06 May 2010 - 07:37 PM
#26
Posted 31 May 2010 - 02:33 AM
thank you
#27
Posted 31 May 2010 - 08:12 AM
#28
Posted 22 June 2010 - 11:40 PM
The screenshots look nice, but does this use GLSL shaders somehow? That's the one thing I've know my GPU to not manage correctly.
#29
Posted 23 June 2010 - 12:24 PM
Have you tried running my other 3d examples? All I'm doing is using surfaces so those examples should give problems too if this doesn't run.I can understand the code, but I can't actually see it in action. It just comes up with a "<name>.exe has stopped working" error; nothing specific. My laptop has 4 gb DDR3 memory and an i3 quad-core, so it's probably to GPU, a weak Intel HD Graphics.
Impossible, GLSL are OpenGL shaders and this GM8 exe still runs DirectX 8.The screenshots look nice, but does this use GLSL shaders somehow? That's the one thing I've know my GPU to not manage correctly.
Only way to do GLSL is by running GM OGRE in OpenGL rendering mode.
Tried updating your drivers?
edit
PS: Your i3 isn't a quadcore. All i3's are dualcore.
Edited by Phantom107, 23 June 2010 - 01:28 PM.
#30
Posted 29 June 2010 - 07:48 PM
I can understand the code, but I can't actually see it in action. It just comes up with a "<name>.exe has stopped working" error; nothing specific. My laptop has 4 gb DDR3 memory and an i3 quad-core, so it's probably to GPU, a weak Intel HD Graphics.
The screenshots look nice, but does this use GLSL shaders somehow? That's the one thing I've know my GPU to not manage correctly.
Just FYI, i3's are dual cores.
Have you tried updating your drivers ?, because I have a Aspire One with a crappier Intel GMA piece of cr*p and it can still run GM games great.
#31
Posted 30 June 2010 - 02:14 PM
PS: Your i3 isn't a quadcore. All i3's are dualcore.
I'm not exactly an expert in these things but I have i3-330M, and while it is said that this processor is indeed dual-core, nothing in my system information seems to hint in that direction.Just FYI, i3's are dual cores.
Dxdiag reports to find 4 CPUs, and so does the device manager: 4 individual processors. Now what is this?
----------------
On topic: You can also bake ambient occlusion with Blender, among many other things. I wonder if there's something Blender can't do.
#32
Posted 01 July 2010 - 04:01 PM
That's because the i3-330M supports Intel's HyperThreading so a single processing core can do 2 things. That sums it up to 2 x 2 = 4 usable cores. But it's still physically a dual-core.Dxdiag reports to find 4 CPUs, and so does the device manager: 4 individual processors. Now what is this?
This is exactly why I bought an i7 for my desktop, due to the HT I get 4 x 2 = 8 usable cores. There's only a few games that currently support threading with so much cores, but it's the future and more and more games will be using this. You are greatly going to take advantage of that with the i3-330M, especially in a notebook. The future's nice.
Unfortunately I don't know how to use Blender and since I'm not going to go professional in game design I'll stick with Sketchup + LithUnwrap + xNormal.On topic: You can also bake ambient occlusion with Blender, among many other things. I wonder if there's something Blender can't do.
Does Blender also have the ability to pre-calculate a physics simulation and save it as an animation? I've seen this happen in games (for example: flags) and I'm wondering what they're using.
#33
Posted 01 July 2010 - 06:48 PM
Absolutely. And it's quite easy to do so also. Not sure how you can export it as model frames but I'd be really surprised if it wasn't possible. In fact I just rendered a (physical) flag animation though as 2D for a 2D side project of mine. The steps to it were really easy*, especially since you could just set Blender to animate it as RGBA pngs, and just load all the images from tmp folder to GM.Does Blender also have the ability to pre-calculate a physics simulation and save it as an animation? I've seen this happen in games (for example: flags) and I'm wondering what they're using.
*A word I wouldn't have believed to be used for describing Blender, but I was a little blown away. Blender is a really excellent software after all.
Thanks!That's because the i3-330M supports Intel's HyperThreading so a single processing core can do 2 things. That sums it up to 2 x 2 = 4 usable cores. But it's still physically a dual-core.
Dxdiag reports to find 4 CPUs, and so does the device manager: 4 individual processors. Now what is this?
This is exactly why I bought an i7 for my desktop, due to the HT I get 4 x 2 = 8 usable cores. There's only a few games that currently support threading with so much cores, but it's the future and more and more games will be using this. You are greatly going to take advantage of that with the i3-330M, especially in a notebook. The future's nice.
#34
Posted 09 July 2010 - 07:04 AM
Yeah; all the others work. Including GMOgre ones. Odd. Maybe my computer just hates ambient occlusion and evil magiks.Have you tried running my other 3d examples? All I'm doing is using surfaces so those examples should give problems too if this doesn't run.
I can understand the code, but I can't actually see it in action. It just comes up with a "<name>.exe has stopped working" error; nothing specific. My laptop has 4 gb DDR3 memory and an i3 quad-core, so it's probably to GPU, a weak Intel HD Graphics.
And I was going to reply with a screenshot of my device manager showing 4 cores, but then I read the other posts. Thanks for clearing that up!
#35
Posted 24 February 2011 - 07:41 PM
edit: nvm u said that too
Edited by GPro, 24 February 2011 - 07:50 PM.
#36
Posted 27 February 2011 - 08:53 PM
Very Qool example, I absolutely must use baked textures for my 3d engine!
And nice shock-wave effect ^^
(Try Qtrl key if you haven't, guys ^^)
#37
Posted 23 April 2011 - 09:32 PM
#38
Posted 26 May 2011 - 03:44 PM
How do i make a model dynamic again?
#39
Posted 26 May 2011 - 03:54 PM
#40
Posted 29 May 2011 - 01:31 PM
The new version of gamemaker makes sure that if you start a model with d3d_model_create() the model is static and cannot be scalled dynamicly.I don't have GM8.1 (no GM OGRE) so I can't help you. How do you mean "make a model dynamic"? All the engine does is clear a model of it contents every step, and then re-create the rings!
It now has to scale in a different way. Maybe d3d_transform_set_scalling. =/
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