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Seorim Crusade
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Hi, this are screens of a game, a friend an me are working on.
its a mix betwen a spaceshooter and a roleplayinggame and its indoor like descent. its coded in c# an uses manged dx. the engine is writen by my friend.
the engine uses deferred sh... |
Posted July 5, 2006 2:17:25 PM
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Some recent replies made on our forums |
Seorim Crusade
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thanks for all replys
@zippolang:
atm it isnt so fast.
but the reason for this is the deferred rendering
the speed is very resolution dependent.
the screens are at 1800x1100@ 25fps
but at 640x480 we have around 200fps on a gf6800gt
th... |
Posted July 12, 2006 7:30:02 PM
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Seorim Crusade
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@thecool: thanks man:)
@sindwiller: thanks to you too. wow, much better than eve:)
in gameplayterms we are no eve clone, we are indoor, no freespace
we will have a linear storycampaign. our rolplayingsystem will be much more
like diablo2 than e... |
Posted July 9, 2006 8:03:54 AM
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Seorim Crusade
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i will build a website soon,
we want to use the deferred shading for more polys and more smaler lights at the same time.
@GraphicsBas: thanks for the offer, but for us its better to work with german speaking people, our english is not so good, as... |
Posted July 7, 2006 1:38:27 PM
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Seorim Crusade
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thanks for the nice words, we will keep it up,
and post some updates. noone is intrested in working with us?
we are friendly people:) |
Posted July 6, 2006 5:56:10 AM
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Seorim Crusade
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thanks:),
yes, c#2 in visualstudio2005 and manged dx |
Posted July 5, 2006 3:17:43 PM
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GEKvX Engine
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Hi you say you use the normal rendertarget to compute a edgedetect, for what u use this map? for antialiasing? can u describe this process a bit more, we are working on a deffered renderengine too, and atm we have no way to do aa.
thanks
WAI... |
Posted June 22, 2006 11:45:45 AM
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