Genesys's Recent Forum Activity

  • No retro-compatibilty for dx10 and 11?

  • not before 2.0? I think the polygon drawing is at the basics of an engine..

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I've never said I want animated collision detection. I just need polygonal collision detection, it's not so difficult for the programmers that made this entire app with even SHADERS!! Anyway, i'm already tired of this topic, I'll just stop asking for this feature..

    p.s.: I've never seen a modern 2d engine without the possibility to draw textured polygonal shapes.

  • Zomg.. Too much work deadeye! And it's hard! Making a mesh of the same shape of the map would be crazy and bad.. And I can't take a 3000x5000 screenshot I can only make a 1280x1024 map which is very small.. Nah..

    Textured polygons, please

  • And what's the right way?

  • .. Yeah, but it's not the same thing as i'm saying.. You cannot make textured polygonal maps in Construct..

  • No, because I have to load meshes, and I want to make a polygonal textured map directly on a layer.. Meshes are totally another thing.. And with textured polygons you can also make collision detection.. Also there are many uses we can make with polygons, and textured polygons..

    For example see this game:

    http://www.soldat.pl/en/

    It uses textured polygons for everything in the maps.. And the result is also very nice to see, don't you think?

    Game developers would find a very useful and interesting feature the possibility to draw texture polygons directly on the layer, and also at runtime via events!

  • I just noticed that the "Fade to Black" transition (I don't know the other) uses

    25 MB VRAM!!!

    Is it a bug or what?!

    p.s.: on 1280x1024 anyway.. But it's too much!

  • It would be nice to have the possibility to draw textured polygons in canvases, or just in the layer manually..

    Isn't it a nice feature?

  • I think ONE BIG canvas will eat much more VRAM than MANY SMALL canvases.

    So you better place in your map many canvases with the screen width and height, like:

    canvas 1:................canvas 2:

    _______________.________________

    |...................|.....................|

    |...................|.....................|

    |...................|.....................|

    |______________|_______________|

  • Device name: Gainward Radeon HD3850

    Pixel shader: 3.0/4.1

    Estimated VRAM: 512 MB

    Motion blur: Yes

  • With the help of deadeye and lucid, I made this example about random shape platforms:

    https://dl.getdropbox.com/u/1105488/RandomTerrain.rar

    Thanks again

Genesys's avatar

Genesys

Member since 7 May, 2009

None one is following Genesys yet!

Trophy Case

  • 15-Year Club

Progress

15/44
How to earn trophies