Oh, ok, I didn't realise it had a fallback option.FluffyFreak wrote:Yeah but it runs without that at reduced quality and that's mostly the rendering side of things.
Search found 77 matches
Re: Clouds
Re: Clouds
I think the Intel thing is specific to their hardware... I don't know if there's much chance of translating it to work on anything else. The web page says "demonstrates high quality cloud rendering technique which uses Pixel Shader Ordering, a DirectX extension available on Intel HD graphics ha...
- Sun Jul 27, 2014 6:18 pm
- Forum: Pioneer development
- Topic: Building with Clang on Windows?
- Replies: 1
- Views: 2138
Building with Clang on Windows?
LLVM/Clang has been improving its support for Windows, and has an experimental driver that emulates cl.exe (Microsoft's C++ compiler). Apparently there are builds available to test (so you don't have to build Clang from scratch yourself) and Visual Studio can be configured to build using clang-cl.ex...
- Tue Jul 15, 2014 9:54 pm
- Forum: Pioneer development
- Topic: [Design] Equipment, cargo, mass and volume
- Replies: 10
- Views: 9393
[Design] Equipment, cargo, mass and volume
The current system Currently, ships have limits on different equipment "slots". These limits are specified in terms of the maximum number of items. For example, a ship might have a cargo bay that can accept up to 10 cargo items, and missiles racks that can take up to 4 missiles. For most ...
- Sun Jul 13, 2014 9:31 pm
- Forum: Ship and 3D asset development
- Topic: Replacing the Big Crappy Station
- Replies: 63
- Views: 53061
Re: Replacing the Big Crappy Station
The glitching out of certain faces is probably due to the back-face culling. That doesn't care about the surface normal, which is used for lighting calculations, it cares about the winding order . I totally agree that it (at least part of the problem) does look like a back-face culling issue. Howev...
- Wed Jul 09, 2014 1:40 am
- Forum: Pioneer development
- Topic: New equipment migration questions
- Replies: 6
- Views: 3941
New equipment migration questions
I'm creating this thread for questions about how to migrate Lua scripts to work with the new equipment code. ----- First question is from walterar, and is taken from issue #3027 : I'm not sure how to migrate this, to new code: if (ship:GetEquipFree ("LASER") < ShipDef [ship.shipId] equipSl...
- Fri Jun 27, 2014 11:53 am
- Forum: Projects
- Topic: Better docking
- Replies: 28
- Views: 25736
Re: Better docking
As you say, NPCs still have to be able to dock, so we will always need the code to do that. I don't see any advantage in dropping autopilot docking for the player. The only reason I can think of for doing it is to force some gameplay onto people, but I would guess most players will have trading runs...
- Fri Apr 11, 2014 8:48 pm
- Forum: Pioneer development
- Topic: Autopilot - small change
- Replies: 9
- Views: 5341
Re: Autopilot - small change
Not excatly on topic, but my autopilot couldn't land on a planet that was on a very close orbit around a brown dwarf. Is this a bug or a feature? Should I open a Github thingy? I have a save of it. Might be a bug. Might be that your ship didn't have high enough thrust to land safely. Opening a gith...
- Tue Apr 08, 2014 5:27 pm
- Forum: Pioneer development
- Topic: Project a plane/grid onto a sphere
- Replies: 6
- Views: 5279
Re: Project a plane/grid onto a sphere
The video for that thesis looks really good. Is that what you're intending to implement?
- Sat Apr 05, 2014 8:27 pm
- Forum: Pioneer development
- Topic: Autopilot - small change
- Replies: 9
- Views: 5341
Re: Autopilot - small change
Ok, I've made an attempt at this: https://github.com/pioneerspacesim/pioneer/pull/2846
If you have facilities to build the game from source, then your help testing the change would be appreciated.
John B
If you have facilities to build the game from source, then your help testing the change would be appreciated.
John B