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Author Topic: WME 1.3  (Read 34078 times)

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Mnemonic

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WME 1.3
« on: November 30, 2004, 09:53:39 PM »

WME update: http://www.dead-code.org/download/wme_update_130.exe (5MB)
Updated documentation: http://www.dead-code.org/download/wme.chm (2.9MB)


(Note 1: you must have the WME DevKit installed prior to installing this patch)
(Note 2: saved games are incompatible with previous releases)

Version 1.3 (November 30, 2004)

  • experimental support for real-time 3D characters; this new functionality is too complex to be described here so please take a look at the "3D characters support" chapter in the documentation; if you have any comments or suggestions, post them here
  • new technology demo demonstrating the 3D characters; you can download the compiled demo here (3.6MB), sources are part of the WME distribution package
  • new Game.SetWaitCursor() method and other methods for querying and setting the non-interactive cursor
  • new GetImage() family of methods for GUI controls
  • the tools no longer change global volume at startup
  • several bugfixes
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metamorphium

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Re: WME 1.3
« Reply #1 on: November 30, 2004, 10:38:30 PM »

CONGRATULATIONS and THANKS!

 ::rock ::rock ::rock

Edit: Hey.  just came through the 3d scene process and it rocks even more. You're a genius.  ::thumbup
« Last Edit: November 30, 2004, 10:52:18 PM by metamorphium »
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Re: WME 1.3
« Reply #2 on: November 30, 2004, 11:07:21 PM »

YEAH!

It runs on my PC! That's the best prove of qualitiy and stability any engine out there can have ;-)

And I get a decent frame-rate even at 4x antialiasing - actually the same than without aa, is that normal?

Well, whatever, congratulations, the never feature totally rocks!

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Re: WME 1.3
« Reply #3 on: November 30, 2004, 11:21:20 PM »

Thanks for the update.
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Re: WME 1.3
« Reply #4 on: November 30, 2004, 11:36:47 PM »

GREAT, AMAZING!!!!

EVERYTHING works very well!!!

Always 86 FPS (any antialiasing value)  ::rock
« Last Edit: December 01, 2004, 12:11:00 AM by MMR »
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Daniel

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Re: WME 1.3
« Reply #5 on: November 30, 2004, 11:38:05 PM »

Whoa! This just came in, in the middle of the party at The Inventory. What a great day this is!

Thanks Mnemonic for the good work, I'll check this out asap!


Edit: Just saw the demo. Beautiful!
« Last Edit: November 30, 2004, 11:57:38 PM by Daniel »
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gfx johnny

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Re: WME 1.3
« Reply #6 on: December 01, 2004, 12:43:34 AM »

Lovely demo! Runs smooth and without any glitches.

Thanks for this great feature, Mnemonic - you rock!  ::rock O0
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Re: WME 1.3
« Reply #7 on: December 01, 2004, 02:29:27 AM »

Awesome!  ::beer  ::thumbup ::rock O0
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Re: WME 1.3
« Reply #8 on: December 01, 2004, 12:54:54 PM »

Really cool!

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Re: WME 1.3
« Reply #9 on: December 01, 2004, 05:08:27 PM »

Those new feitures agre GRAT!
THANKS Mnemonic  for your HARD work!!

BTW: how can I finish the 3D Demo game?  ::)
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Mnemonic

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Re: WME 1.3
« Reply #10 on: December 01, 2004, 05:10:12 PM »

BTW: how can I finish the 3D Demo game?  ::)
The goal of the game is to pick up the teapot ;)
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Re: WME 1.3
« Reply #11 on: December 02, 2004, 05:16:20 AM »

It's simply awesome. Everything works perfectly. ;D Now I can get to work!
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Foggobbler

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lining geometry up problem..
« Reply #12 on: December 02, 2004, 06:29:36 AM »

Hi!

Well, I´ve got to mention it again.. GREAT WORK! Thanks! I´ve been looking for something like this for ages.

But now to my problem. I can´t get my background image lined up correctly with the simplified geometry. I gues it has something to do with the fact that I use Cinema 4D for my backgrounds. I´ve imported the "background.3ds" geometry, rendered it and saved the "background.jpg" pic for testing  matters. It probably has something to do with pixel ratio or something like that.

can anybody please help me with this..
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Re: lining geometry up problem..
« Reply #13 on: December 02, 2004, 07:58:22 AM »

can anybody please help me with this..
Could you upload the files somewhere for me to test them? Also, is the geometry misplaced in both SceneEdit and the game itself? In SceneEdit you have to fill-in the game resolution so that it's able to display the geometry correctly.
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lining problem
« Reply #14 on: December 02, 2004, 04:22:52 PM »

this is driving me nuts ...

I´m sure its not a wme problem, its this damned cinema renderer which is giving me the problem..

If I create a simple scene in cinema with a camera (focal length : 34,723     ;   FOV 54,803) export the mesh  as a 3ds file, then change the camera to focal length : 26,132 and FOV : 69,118 , render the image and save it as a jpg, its roughly in line with the geometry in the editor and the game, although twisted and the size is also not perfect.

Well, I´ve figured out that 34,723 : 26,132 comes out to be the magical 1,333 pixel ratio..

I´ve also tried leaving the cam as it is and altering the "render stettings (pixel) to 1: 1,333 but that doesn´t do it.

I´ve mailed you the files to wme@dead-code.org, they´re not very big ;-)

perhaps you could help me along with this..
thanks,
Oli
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Re: WME 1.3
« Reply #15 on: December 02, 2004, 05:34:08 PM »

... ... ...  ::rock ::rock ::rock ::rock ::rock ::rock ::rock ::rock ::rock ::rock ::rock ::rock ::rock ::rock ::rock ::rock
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Mnemonic

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Re: lining problem
« Reply #16 on: December 02, 2004, 06:10:28 PM »

this is driving me nuts ...

I´m sure its not a wme problem, its this damned cinema renderer which is giving me the problem..

If I create a simple scene in cinema with a camera (focal length : 34,723     ;   FOV 54,803) export the mesh  as a 3ds file, then change the camera to focal length : 26,132 and FOV : 69,118 , render the image and save it as a jpg, its roughly in line with the geometry in the editor and the game, although twisted and the size is also not perfect.

Well, I´ve figured out that 34,723 : 26,132 comes out to be the magical 1,333 pixel ratio..

I´ve also tried leaving the cam as it is and altering the "render stettings (pixel) to 1: 1,333 but that doesn´t do it.

I´ve mailed you the files to wme@dead-code.org, they´re not very big ;-)

perhaps you could help me along with this..
thanks,
Oli
Hmm, I tried importing your 3ds file into 3DS Max and rendering the image and it indeed looks differently from the one produced by Cinema 4D and fits the geometry in WME roughly. This is the resulting image. Now the question is, where is the truth and what to do about it. Do you think manually overriding the camera FOV in WME would help?
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Foggobbler

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lining problem
« Reply #17 on: December 02, 2004, 08:56:57 PM »

Yes, that could be a possiblity. Otherwise I´m totally puzzled.. Tried every thing I could think of. What a pitty, because cinema is really a good renderer and I would like to use it with wme.. Hmm, perhaps the cinema exporter is messing up the 3ds file?!

So, perhaps you could think of something ingenious  ::)

Oli
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Foggobbler

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lining up problem- workaround
« Reply #18 on: December 03, 2004, 12:35:26 AM »

Hi!

Well, I´ve found a way of solving the "linig up" problem in cinema 4d. It´s a bit of a bodge, but it seems to work. Perhaps other guys have the same troubles, so here´s my very primitive solution:

1. creating the background image
    a) create your image ;-)
    b) set FOV of your camera to 69.118 deg.
    c) render your image i.e. 800 x 600 and save it


2. creating the geometry mesh
    a) create the simplified mesh
    b) set FOV of camera to 54,803 deg.
    c) export it as 3ds
    d) close everything

3. very mystical thrid point
    a) load the 3ds mesh (geometry)
    b) in the render settings change to"pixel --> 1 : 1,333"
    c) export the mesh again to 3ds

4. seems to work. :-)

Bye,
Oli

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Re: WME 1.3
« Reply #19 on: December 03, 2004, 09:44:14 AM »

Hmm, interesting. Anyway, I'll try to add the option to change camera FOV in SceneEdit to see if it helps to tweak the geometry. It would be definitely much more comfortable :)
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FogGobbler

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new option
« Reply #20 on: December 03, 2004, 01:11:33 PM »

Hi, again!

Looking forward to the new option. It would indeed make things easier :-)

Oli
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Re: WME 1.3
« Reply #21 on: December 05, 2004, 06:22:23 PM »

When trying to run the Curves of Danger:  :( "WME.exe has encountered a problem and needs to close."

What's the problem? I know that is a stupid question but... The new 3D demogame and the old 2D WME demo work well.
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Mnemonic

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Re: WME 1.3
« Reply #22 on: December 05, 2004, 06:58:29 PM »

When trying to run the Curves of Danger:  :( "WME.exe has encountered a problem and needs to close."

What's the problem? I know that is a stupid question but... The new 3D demogame and the old 2D WME demo work well.
Please make sure you are running the game using latest wme.exe, it could happen when runinng new data using old intepreter. Does it happen when running the game directly from ProjectMan? Other than that, it's hard to say :(
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Re: WME 1.3
« Reply #23 on: December 05, 2004, 07:13:53 PM »

Yep, directly from ProjectMan.

---------------------------------------------------------
---------- WME crash report: 05-12-2004, 19:19 ----------
---------------------------------------------------------
wme.exe caused a EXCEPTION_ACCESS_VIOLATION in module <UNKNOWN> at 001B:73757220
EAX=013641D8  EBX=00000000  ECX=003FF950  EDX=0135EA20  ESI=0135E978
EDI=013CEB08  EBP=013CEB08  ESP=0012F920  EIP=73757220  FLG=00210206
CS=001B   DS=0023  SS=0023  ES=0023   FS=003B  GS=0000
Stack trace:
001B:73757220 (0x00000001 0x0135E978 0x0135E978 0x0042A329) <UNKNOWN>
001B:004298AD (0x003F3E48 0x44452020 0x013CEB80 0x00000000) wme.exe
001B:003F0101 (0x00427960 0x00429C50 0x45644143 0x7469746E) <UNKNOWN>
001B:0042A5D0 (0x4C718D56 0x04244C89 0x7D741689 0x245C8B53) wme.exe
001B:D03B108B (0x00000000 0x00000000 0x00000000 0x00000000) <UNKNOWN>

---------------------------------------------------------
---------- WME crash report: 05-12-2004, 19:19 ----------
---------------------------------------------------------
wme.exe caused a EXCEPTION_ACCESS_VIOLATION in module <UNKNOWN> at 001B:73757220
EAX=013641D8  EBX=00000000  ECX=003FF950  EDX=0135EA20  ESI=0135E978
EDI=013CEB08  EBP=013CEB08  ESP=0012F920  EIP=73757220  FLG=00210206
CS=001B   DS=0023  SS=0023  ES=0023   FS=003B  GS=0000
Stack trace:
001B:73757220 (0x00000001 0x0135E978 0x0135E978 0x0042A329) <UNKNOWN>
001B:004298AD (0x003F3E48 0x44452020 0x013CEB80 0x00000000) wme.exe
001B:003F0101 (0x00427960 0x00429C50 0x45644143 0x7469746E) <UNKNOWN>
001B:0042A5D0 (0x4C718D56 0x04244C89 0x7D741689 0x245C8B53) wme.exe
001B:D03B108B (0x00000000 0x00000000 0x00000000 0x00000000) <UNKNOWN>

---------------------------------------------------------
---------- WME crash report: 05-12-2004, 19:21 ----------
---------------------------------------------------------
wme.exe caused a EXCEPTION_ACCESS_VIOLATION in module <UNKNOWN> at 001B:73757220
EAX=013641D8  EBX=00000000  ECX=003FF950  EDX=0135EA20  ESI=0135E978
EDI=013CEB08  EBP=013CEB08  ESP=0012F920  EIP=73757220  FLG=00290206
CS=001B   DS=0023  SS=0023  ES=0023   FS=003B  GS=0000
Stack trace:
001B:73757220 (0x00000001 0x0135E978 0x0135E978 0x0042A329) <UNKNOWN>
001B:004298AD (0x003F3E48 0x44452020 0x013CEB80 0x00000000) wme.exe
001B:003F0101 (0x00427960 0x00429C50 0x45644143 0x7469746E) <UNKNOWN>
001B:0042A5D0 (0x4C718D56 0x04244C89 0x7D741689 0x245C8B53) wme.exe
001B:D03B108B (0x00000000 0x00000000 0x00000000 0x00000000) <UNKNOWN>

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Re: WME 1.3
« Reply #24 on: December 05, 2004, 07:16:30 PM »

When I ran the update, the wme.exe was updated, wasn't it? So that can't be the issue...
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Re: WME 1.3
« Reply #25 on: December 05, 2004, 07:28:49 PM »

Does it crash before or after displaying the hardware settings window?
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Re: WME 1.3
« Reply #26 on: December 05, 2004, 07:54:28 PM »

After. It shows the window, turns to black and then the message appears.
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Re: WME 1.3
« Reply #27 on: December 05, 2004, 08:36:03 PM »

After. It shows the window, turns to black and then the message appears.
Hmm, I suppose the project is too big for upload. Would it be possible for me to get some minimal app for testing? Such as only the startup files, game.script and the files it loads first?
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Re: WME 1.3
« Reply #28 on: December 05, 2004, 08:56:51 PM »

I'll try.
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Re: WME 1.3
« Reply #29 on: December 07, 2004, 05:23:21 PM »

 :D  Once again, you've made my day. 
My desktop crashed when picking up the teapot - might be the drivers, I'll try again.  My laptop played perfectly (PIII - 500!) though the text was garbled to illegibility.
Cheers!
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Re: WME 1.3
« Reply #30 on: December 07, 2004, 07:08:17 PM »

:D  Once again, you've made my day. 
My desktop crashed when picking up the teapot - might be the drivers, I'll try again.  My laptop played perfectly (PIII - 500!) though the text was garbled to illegibility.
Cheers!
Hm, interesting. Does it crash everytime of was it a random crash? And can I please see a screenshot of the distorted font? What video chip does the laptop use? Thanks :)
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Re: WME 1.3
« Reply #31 on: December 08, 2004, 02:47:41 AM »

It's a Savage S3 - it's not "modern" but it was around the same generation as a TNT2, If I'm not mistaken.
I'll email the image to wme@dead-code.org

I'm pretty sure the crashing is my computer - It's been crashing recently when using my GFX card (GeforceFX 5900 Ultra)

Thanks!
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Re: WME 1.3
« Reply #32 on: December 08, 2004, 01:11:02 PM »

Is there a list of what the new update contains and their uses??


Thanks
 >:D
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Re: WME 1.3
« Reply #33 on: December 08, 2004, 01:39:48 PM »

Is there a list of what the new update contains and their uses??

Ehhhmmm.... it's exactly THIS thread, first entry ?! :)
Usage is in the updated documentation (this thread, first entry! ;) !)
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Re: WME 1.3
« Reply #34 on: December 08, 2004, 01:43:07 PM »

Yes I know its in the documentation, but where does it say that they are new commands because of the update?
Seeing as the documentation has 100`s of commands and I have not used all of them Its a bit vague.

Also it does not say where to use the commands, what script etc, Very annoying.
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Re: WME 1.3
« Reply #35 on: December 08, 2004, 02:08:24 PM »

Yes I know its in the documentation, but where does it say that they are new commands because of the update?
Seeing as the documentation has 100`s of commands and I have not used all of them Its a bit vague.

*hem* Again - it's in THIS thread.  ??? :)
I quote it for you:

Quote
Version 1.3 (November 30, 2004)

    * experimental support for real-time 3D characters; this new functionality is too complex to be described here so please take a look at the "3D characters support" chapter in the documentation; if you have any comments or suggestions, post them here
    * new technology demo demonstrating the 3D characters; you can download the compiled demo here (3.6MB), sources are part of the WME distribution package
    * new Game.SetWaitCursor() method and other methods for querying and setting the non-interactive cursor
    * new GetImage() family of methods for GUI controls
    * the tools no longer change global volume at startup
    * several bugfixes

So - that's what it means:
1) there are new commands for the 3D characters. Since they were introduced, ALL 3d character commands are new. you find them separated in the script language reference ("3d actor object") plus its usage ("inside a game -> 3d character support").

2) new commands "Game.SetWaitCursor()" and GetImage()

That's it !?!

Quote
Also it does not say where to use the commands, what script etc, Very annoying.

Well - just whereever you need it, there is no necessary location for it to place it into. You can set the WaitCursor anywhere, but probably you would do so once in the "game.script", I guess that's the answer you are missing ?

And GetImage - the same, whereever you need to use that function, they are global.

Am I misunderstanding you or was that of help for you ?
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Re: WME 1.3
« Reply #36 on: December 08, 2004, 02:11:54 PM »

oh I see sorry, I thought it was an update with quite a few changes that were listed on the wishlist.
Sorry got the wrong end of the stick.

I still think there should be more explanation on the commands, how to use them etc, in what scenario, examples etc, more tutorials etc.

But thanks for the help.

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Re: WME 1.3
« Reply #37 on: December 08, 2004, 04:33:55 PM »

It's a Savage S3 - it's not "modern" but it was around the same generation as a TNT2, If I'm not mistaken.
I'll email the image to wme@dead-code.org
This has been reported before and appears to be an S3 driver issue. There is probably some incompatibility with DirectX 8.1, where texture coordinates are incorrectly interpreted by the video card (OpenGL is said to work ok). You can try installing latest drivers but I'm not sure it helps..
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DREAMWEB

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Re: WME 1.3
« Reply #38 on: December 13, 2004, 02:38:10 PM »

Quote
This has been reported before and appears to be an S3 driver issue. There is probably some incompatibility with DirectX 8.1, where texture coordinates are incorrectly interpreted by the video card (OpenGL is said to work ok).
For that reason I think that was better OpenGL, and especially because that S3 video Card (that came onboard) is very popular, generally in the non-gamers computers.
And other Test I did was with 3D Studio Max; it was much, much faster with the latest OpenGL that DirectX; I don't know if this is applicable to everything, but OpenGL under 3DS Max was considerably better in image quality and speed.
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Re: WME 1.3
« Reply #39 on: December 14, 2004, 08:38:33 PM »

For that reason I think that was better OpenGL, and especially because that S3 video Card (that came onboard) is very popular, generally in the non-gamers computers.

Depends on the card and its drivers, not on the standard itself imho - not too much at least. I don't see OpenGL being the better solution at all, as long as it doesn't come to portability. My last video card slowed down every application about 50% when using OpenGL mode. But this is just ONE example again - nothing general.

But about S3 - well I understand you would love to see a OpenGL version, just because your laptop might work with it then, but seriously - S3 will simply die. (I'm evil, I know ;) !) Why else aren't there better working drivers already, after all it's not really a bug of *all* those applications which are not running fine on S3. It's just my view of it, I've got no idea if they still produce them. (If so - tell the manufacturers they shouldn't! :))
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DREAMWEB

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Re: WME 1.3
« Reply #40 on: December 16, 2004, 06:16:31 PM »

Unfortunately I haven’t a Laptop , but a lot of friends of mine have a computer with the 3D onboard card that is also very popular in Argentina. So, the distribution of a game made with WME is limited here.
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Nemo

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Re: WME 1.3
« Reply #41 on: December 23, 2004, 10:17:22 AM »

Hey,

great new update - well not so new anymore but for me it is :)
I just love what you have accomplished so far mmnemonic ::thumbup

One thing - i notice very high CPU activity running the new Demo-Game. I dont really understand what could cause this amount of load on the CPU regarding the Demo-Game.
Are you aware of this/ working on a fix(if it can be fixed)?

You have my deepest gratitude for bringing this fantastic engine to life.
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Mnemonic

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Re: WME 1.3
« Reply #42 on: December 23, 2004, 10:57:28 AM »

Quote
One thing - i notice very high CPU activity running the new Demo-Game. I dont really understand what could cause this amount of load on the CPU regarding the Demo-Game.
Are you aware of this/ working on a fix(if it can be fixed)?
This is normal for games, because they keep updating XX times per second. It shouldn't really matter, since they run exclusively anyway, and if you alt+tab away from WME, it stops updating and frees the CPU again.
But the truth is, I could move some of the 3D-related CPU load to videocard (if it supports hardware transform & lighting).
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