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TDS Engine
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oh my god. your shadows code is ridiculously long! you said mine was the wrong approach? yet you give me 15 fps, and after rewriting my script, I have 30 with 9 lights...good call juju. also, I don't know if it's just because it was so laggy or what, but the turning sucked. I hated it. lol, and your shadows are super sharp!
jesus, 60 fps on your laptop? are you sure you were running the same thing you released? Quote I have 30 with 9 lights...good call juju. The game generates a random room with anywhere up to about 15 lights. The average is 11 lights. Bearing in mind that the is also running a far bigger level and is also procedurally generating the main character's animation, I'd say 15 FPS is probably a little bit faster than your engine that, for me, ran at 20 FPS on the standard test level. When you factor in that my shadows do actually look nicer, I think you can see that this is a superior engine.
There's a difference between soft shadows and blurry shadows. Adding a blur to this engine is very easy:
Quote: Bottom of step event of shadows_obj surface_set_target(light_sur) draw_surface_ext(lighting_sur,0,0,.5,.5,0,c_white,1) surface_set_target(lighting_sur) draw_surface_ext(light_sur,2,2,2,2,0,c_white,1) surface_reset_target() If you've found a way to make raycasting fast, I'd be intrigued to see the source code. The fact still remains, however, that I'm doing more with this engine. The slowdown occurs due to limitations of graphics cards, the engine does use a large amount of video memory. Game Maker, more specifically DirectX, will happily go and use slower RAM if video memory runs out. This is why my method is slow on older computers with older graphics cards. Your method uses a huge amount of calculation - fine, that's all well and good - but Game Maker is not a calculation-friendly runtime environment. Your engine will always be limited by Game Maker. In a faster environment, I would think that our methods would be equally fast. I would also like to point out that my method of shadow rendering is actually the one recommended by gamedev.net: http://www.gamedev.net/reference/programming/features/2dsoftshadow/page3.asp They know their shit better than we do. |








