Tempust85 Posted July 4, 2014 Posted July 4, 2014 No idea, but I have been told in the past (don't remember who) that there is an object limit in the code. But what really confuses me is, if there is a 32 limit then why does my Jedi HM model work when it has well over 32 objects? Maybe the limit doesn't do anything or maybe the info I was told is wrong.
Xycaleth Posted July 5, 2014 Posted July 5, 2014 What do you mean by custom fx system? We can already customize the fx system.
Exmirai Posted July 6, 2014 Posted July 6, 2014 Files: FXExport.cpp, FxPrimitives.cpp, FxScheulder.cpp and FxSystem.cpp are located in ojk.exe, not in renderer :\, can we move it?
ensiform Posted July 6, 2014 Posted July 6, 2014 What purpose does moving them into the renderer solve? They don't actually do any sort of rendering. It just makes basic calls to the export system. Don't want to bog it down with even more bloat. The font and language code is still in there and doesn't need to be per-se as it is.
Futuza Posted July 6, 2014 Posted July 6, 2014 Yeah I'm not really understanding why you want to move things around/what you want to accomplish?
Exmirai Posted July 6, 2014 Posted July 6, 2014 I Want to add PhysX/Apex Particles system and Turbulence https://developer.nvidia.com/apex-turbulence
ensiform Posted July 6, 2014 Posted July 6, 2014 And those things have absolutely nothing to do with the renderer. Additional addendum: PHYSX SDK (and specifically Apex portions) is not GPL compatible. Therefore not permitted to do so https://developer.nvidia.com/content/apex-sdk-eula
Stoiss Posted July 6, 2014 Posted July 6, 2014 there was some talking when OJK was started to add bullet physics engine is this still a feature plan there is beeing thinking about ?
ensiform Posted July 6, 2014 Posted July 6, 2014 We aren't planning/going to add any 'good' physics no. And certainly not in a renderer. Not of the main scope of OpenJK.
Xycaleth Posted July 6, 2014 Posted July 6, 2014 I'm not sure we managed to get from moving the efx (I.e. Particle system purely for visuals) to meaning you would get better physics ;p In other news, I'm procrastinating from doing the weather system by making some optimisations which should give a nice performance boost. Should be done within a week or so Tempust85 likes this
ensiform Posted July 6, 2014 Posted July 6, 2014 I'm not sure we managed to get from moving the efx (I.e. Particle system purely for visuals) to meaning you would get better physics ;p So there will never be a good physics?
Futuza Posted July 6, 2014 Posted July 6, 2014 So there will never be a good physics? Nothing is stopping you/someone else from implementing it yourself in a separate branch though.
Raz0r Posted July 11, 2014 Posted July 11, 2014 WRT anti-aliasing, you don't really need beyond 4x to be honest. Unless you like counting in seconds per frame instead of frames per second
Xycaleth Posted July 13, 2014 Posted July 13, 2014 Great success: I've finished writing the code for the performance improvements! The bad side of it is that I now get 5 frames per second on FFA3 So I got to find where the bottleneck is now. Archangel35757 and Futuza like this
minilogoguy18 Posted July 13, 2014 Posted July 13, 2014 Xycaleth, Archangel35757, Futuza and 3 others like this
source Posted July 20, 2014 Posted July 20, 2014 Any possibility of SMAA being added as an antialiasing option? https://github.com/iryoku/smaa
Xycaleth Posted July 21, 2014 Posted July 21, 2014 Any possibility of SMAA being added as an antialiasing option? https://github.com/iryoku/smaa To quote myself from earlier: No need, we can use MSAA. There's pretty much no reason to use any other anti-aliasing technique except for MSAA unless you can't use MSAA (if you have a deferred renderer instead of a forward renderer). MSAA is Multisampling Anti Aliasing. Reading the SMAA page, it says:Finally, the technique has been specifically designed to clone (to a reasonable extent) multisampling reference results.So why clone the results, when you can simply produce the correct results in the first place?
source Posted July 26, 2014 Posted July 26, 2014 It achieves nearly the same thing while giving almost no performance hit. Not a big deal in a game as old as this, but hey. Not everyone is running a GTX 770 like myself
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