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Messages - 2.0

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46
Техниче�?кий фор�?м / Re: О
« on: May 29, 2013, 09:31:05 PM »

47
Technical forum / Re: unload scene
« on: May 29, 2013, 01:13:13 PM »
In general, it is easy to check whether the memory leaks exactly in WME or not - you need to run one of the many games based on the WME to check its behavior. I think if the problem in memory leak in the engine existed, it would have been a well known (at worst).
The issue, I think, still in the scripts. But without seeing the sources, is hard to figure out what was wrong.

48
Technical forum / Re: Force frames per second?
« on: May 28, 2013, 10:43:14 AM »
Frankly speaking, I made an example, but it showed that this method doesn't work :) That is I received absolutely same results as with Sleep() use (also corrected example above).

I can add only that to limit fps on value 60 by means of Sleep (), in loops it is necessary to use a delay not less than 16 ms (Sleep(16)).

49
Привет.

Проблема в

50
Technical forum / Re: Global variable question in tutorial
« on: May 27, 2013, 07:06:35 PM »
Ok, good.

So  with " if (!doorClicked)", do you mean anytime there is a "!" in front of a global var, it always means the "global var ne true"?

Yeah, and in front of any var :)

51
Technical forum / Re: Force frames per second?
« on: May 27, 2013, 12:48:46 PM »
It can be used tricks with Game.CurrentTime instead of Sleep().
On of the examples of using:

Code: WME Script
  1. var CurTime = Game.CurrentTime;
  2. while (something)
  3. {
  4.   if (Game.CurrentTime - CurTime < 16) //if not expired 16 ms (for 60 fps) - do nothing
  5.   {
  6.     Sleep(0);
  7.   }
  8.   else
  9.   {
  10.     CurTime = Game.CurrentTime();
  11.     ...
  12.   }
  13. }

Real time of iteration executing with Sleep() consists of time to run all commands in iteration (that always processor-dependent and different on varrious CPU's) and time of Sleep() (which can be considered as processor-independent). So iteration time with using Sleep() always various and definitely more than time of Sleep().
And in the above example time of iteration always is no less (but may be more), than the necessary 16 ms, so fps will be no more than 60. You can use it in render-specific places and in the main loop if necessary. Thus even game engine will give more than 60 fps, all calculations, inputs, loops etc will work at no more than 60 fps and approximately equal on all systems.

Is there a way to force the game to run at 60 frames per second on every PC ? Trying to get a game to work with the same Sleep(); times for different performance PC's. Thanks

52
WME Lite / Re: Any Linux developers out there?
« on: May 25, 2013, 03:14:00 PM »
Do I understand correctly that this is a little step in the direction of Android? :)

53
WME Lite / Mac OS compilation
« on: May 25, 2013, 11:18:08 AM »
Hi Mnemonic!

Thanks for the update of MacOS/iOS sources and dependencies!
But have some misunderstanding of compiling project for Mac OS. When I click to Run, compilation starts, proceeds, ends (data.dcp lays in Resources). And no more. I've received a message that build completed, but have no running application, and can't find builded one. What I need to do to run/obtain working application?
Issue solved, caused by wrong dcp :)

54
Technical forum / Re: How to Disable / Enable VSync
« on: May 23, 2013, 04:45:30 PM »
Mnemoni

55
Technical forum / Re: How to Disable / Enable VSync
« on: May 23, 2013, 08:35:58 AM »
Sense is that all similar calculations are very dependent on the computing power of the processor. That is if you disable vsync and your system will give 100500 fps, all the same there are presents systems on which even with disabled vsync will be no more than 60 (maybe Intel Atom or weaker processors of previous generations with weak video subsystem). In this case tricks with switching off of vsync won't yield the necessary result.
I.e. it is necessary first of all to try to optimize algorithm of mini-puzzle.

56
Technical forum / Re: How to Disable / Enable VSync
« on: May 22, 2013, 03:53:04 PM »
Yes.
Counter question: why do you want to disable vsync? :)

57
Technical forum / Re: WME 1.9.1 (Kinjal Edition, v1.8)
« on: May 22, 2013, 12:36:58 PM »
Is DX9 SDK installed?

hi, when i try to recompile wme solution using vs 2010, i get this error:

Code: [Select]
Error 164 error C1083: Cannot open include file: 'D3dx9tex.h': No such file or directory D:\hk\wme-ke_v2.0_bin_src_26june2012\Source\src\engine_core\wme_base\Include\dcgf.h 98 1 wme_base

how can i solve this?

58
Technical forum / Re: How to Disable / Enable VSync
« on: May 22, 2013, 12:25:59 PM »
Here is example of working ini:
Code: [Select]
[Debug]
ShowFPS=1
DebugMode=1
[Video]
VSyncEnabled=0

59
Technical forum / Re: How to Disable / Enable VSync
« on: May 16, 2013, 12:04:30 PM »
First of all I think you need to examine sources of the Kinjal Edition (keyword is "VSyncEnabled"). Maybe you did something wrong when configure vsync.

60
Technical forum / Re: WME Lite Download Question
« on: May 16, 2013, 11:08:51 AM »
Yes.

PS. Also all OK with Win7 x64.

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