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Author Topic: Scripting and a skinmesh question  (Read 3692 times)

« Reply #30 on: March 08, 2010, 05:03:53 PM »
Genetransfer, Too bad you wont be continuing with Rad as you were definately a big plus in the short time you were with us! :-X

Hopefully you will still be around just incase! if you decide to definately not work with Rad again, Would you be willing to create custom stuff if needed(Paid of course  ;) ?
Roll out!
http://www.youtube.com/watch?v=VD8MvMaPNO4

Do you have kids between the ages of 3 and 9?

http://www.amazon.com/dp/B007K1EFC6
« Reply #31 on: March 10, 2010, 02:21:10 PM »
I agree with Weapon, this is a loss for the community, but I also would like to know if gene does freelance modeling work.

Either way, I hope to see you pop your head in from time to time...

« Reply #32 on: March 11, 2010, 05:49:10 PM »
that's very kind guys appreciate it, although I'm not going to dev in 3DRad (at present) I still have some things I want to release here so they will get out eventually. but yes I am available for freelance work modelling/codeing so if interested just email me and we'll sort something out.  :).
« Last Edit: March 11, 2010, 06:46:44 PM by genetransfer »
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #33 on: April 02, 2010, 01:41:02 AM »
Gene, how is speed now ?
I see that 6.45 brings 4-500% skinmesh improvement when having alot skinmeshes.
« Reply #34 on: April 02, 2010, 03:51:50 AM »
Quote
Gene, how is speed now ?
I see that 6.45 brings 4-500% skinmesh improvement when having alot skinmeshes.
thanks to Fernando's brilliant optimisations I'm very confident I'll be able to make my game in 3DRad now!

previously:

my main charactor was made up of 63 parts. and 2 extra of them and the rest of the project became unplayable around 200-210 objects.

current test:

I have 5 players made of 54 parts(joint,bodies,skinmeshes,control scripts removed shadow skinmeshes as I can now use point light shadows) and the rest of the project for a total of 320 objects which is enough being that I'm not going to have 5 actors on screen at once anyway. and that runs at 52fps in the editor and 60 fps once in a compiled exe.

320 is a massive improvement over 200. I couldn't asses this just in terms of skinmesh as realistically I had to see how other objects and scripts could handle things aswell so the results were very possitive! and I can say now I feel confident in moveing forward with 3DRad to make my game. so hat's off to Fernando and co.

using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #35 on: April 02, 2010, 05:38:55 AM »
I thought the problem were in objects number and not precisely skinmesh number, lets not talk the problem I thought was ... problematic.. have nothing to do with things on screen... but more like the objects list... skinmesh or not, on screen or not, started or not, active or not...

anyway!! Im glad it works for you, and congratz to Fernando for tackling such a fix!!
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« Reply #36 on: April 02, 2010, 06:21:27 AM »
This is great news, glad to have you back on board...even though you never really left... ;D
Roll out!
http://www.youtube.com/watch?v=VD8MvMaPNO4

Do you have kids between the ages of 3 and 9?

http://www.amazon.com/dp/B007K1EFC6
« Reply #37 on: April 02, 2010, 06:48:26 AM »
Great stuff indeed :)
« Reply #38 on: April 02, 2010, 12:13:27 PM »
You are very welcome genetransfer  :)

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