Wolfire Development Blog!
You know... Moving a couple polyons and doing some maths (to select which polygon to move/stretch where) isn't really that bad...
Also, I don't think you'll have to wory too much. Unless you have a reaaaaly old computer (like pII or something, and a hercules 3d card) you might get it barely over 15 FPS ;P
Also, I don't think you'll have to wory too much. Unless you have a reaaaaly old computer (like pII or something, and a hercules 3d card) you might get it barely over 15 FPS ;P
If you have growing/random trees. It wouldn't really drop the FPS. It would hurt the loading times. As it has to process the changes/creation while you enter areas/load up new areas.
Little things such as those would give the game a much more "live" experience. A living environment really grab's people's attention.
Little things such as those would give the game a much more "live" experience. A living environment really grab's people's attention.
Ya, only if it is growing like that of Harvest Moon (you wake up the next moring to see all your vegatables have grown up and produced full yields).
Jeff mentioned that everything will be grown frame by frame, I'm not sure if that would actually effect the loading times, maybe loading times would be longer or happen constantly every once in awhile (kinda like Oblivion, I didn't mind the loading times every hundred feet).
I dunno, maybe the loading times is in a different catagory than the fps, I can't really say what creates loading times or effects fps.
Jeff mentioned that everything will be grown frame by frame, I'm not sure if that would actually effect the loading times, maybe loading times would be longer or happen constantly every once in awhile (kinda like Oblivion, I didn't mind the loading times every hundred feet).
I dunno, maybe the loading times is in a different catagory than the fps, I can't really say what creates loading times or effects fps.
"Loading Time" is the initialization period that happens when you enter a new level, new textures are cached, the map geometry is loaded, scripts are loaded, etc.Zantalos wrote: I dunno, maybe the loading times is in a different catagory than the fps, I can't really say what creates loading times or effects fps.
FPS = Frames Per Second, if the trees really are growing frame-by-frame and not just at loading time then it will affect the FPS, but probably not so much you'll notice.
I posted another few updates in the blog with various features I have been working on (also a glimpse of Turner's new model and texture courtesy of Ian Wells).
http://blog.wolfire.com/
http://blog.wolfire.com/
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rudel_ic
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Yay, the optically correct refraction of light underwater is cool!
The twigs are bitmaps, right? The trees look good! Will we be able to destroy the whole tree?
Specular reflection is nice as well. I remember seeing it in Day of Defeat for the first time, that was a nice surprise back then.
Edit: Zantalos, we are already used to your exaggeration moves
The twigs are bitmaps, right? The trees look good! Will we be able to destroy the whole tree?
Specular reflection is nice as well. I remember seeing it in Day of Defeat for the first time, that was a nice surprise back then.
Edit: Zantalos, we are already used to your exaggeration moves