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Messages - PoulMarar

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Game Dev and Gaming / Re: Art tools
« on: Sep 23, 11, 01:20:31 PM »
Roland what do you mean support HE tools. It's working good in HE coz you dont need the stuff like pressure. So relax and buy wacom bamboo/intuos and have fun.

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Game Dev and Gaming / Re: Art tools
« on: Sep 21, 11, 03:04:44 AM »
Using my bamboo for 5 years. Greate stuff for dp and 3d sculpting. Now im planing to buy cintiq or make it by myself =)))

3
Art & Art Pipeline / Re: Clearing repobrowser
« on: Sep 10, 11, 09:08:58 AM »
Yes. But it's hard to find out something on wiki. We just want to start from clean engine (but with back up of all scripts) , but it is hemoroid to find out where is the beggining and end of things if you don't have full access to code or it's structure. Or if you are not the developer of engine =).

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Art & Art Pipeline / [Resolved] Clearing repobrowser
« on: Sep 10, 11, 08:36:38 AM »
Hi. I need some help. Can i delete all stuff from /HE root derictory? if no? what structure of directories must be in root ?

5
Scripting & Programming / Re: Network optimization
« on: Sep 08, 11, 05:59:28 AM »
As i can understand all depends on code and optimization. Is that rigth?

6
Design & World Building / Re: polygon count
« on: Sep 08, 11, 04:15:24 AM »
Keeping Primitive Counts Under 100,000. ok now i can see poly count of environment. And what about dynamic obj such as players. Let's take 1000-1200 poly count of character. We are using basic development sycle - 3d sculpting - painting - retopo - finishing with uv maps (diffuse, normal, spec and alpha maps) - job done. All characters are consist of 50 bones.

720 000 characters poly count + 100 000 or 200 000 for environment = 820 000 or 920 000. less than million. We are not talking about fx effects. Most of engines can handle 6m of poly. Lets return to the start. How many polygons can HE handle without loosing fps?  ::)

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Design & World Building / [Solved] polygon count
« on: Sep 07, 11, 06:25:39 PM »
How many polygons can HE handle without loosing fps? I mean enviromental objects and about 500-600 dynamic objects like players. What will be the best choice for high\mid\low level of details.

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Scripting & Programming / Re: Network optimization
« on: Sep 07, 11, 05:23:46 PM »
Whoa greate stuff. And another question Cooper. Can you tell typical spec of servers and internet channel capacity. We are on planing stage of our project and new to HE (greate we have good programmer). We want to have more information. =)

For example we want to built open world mmo with 10 000 ppl on servers. Can engine handle this or it all depends on server side scripts (i think desynch between nods will be main problem here)

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So my main question will be about Network optimization. So how many people can HE handle in instance (if it will open world game) ? And what about realtime combat (f.e. Mortal Online)?

thx for answers.

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