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#1
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Yeah , you guessed right... i finally found the time to share my LTE LITE MOD! Those who have tried in the past to develop games with LTE , they probably know that its nearly "impossible" to create a full featured game without suffering from low fps. This mod improves the rendering part , and actually turns Irrlicht port into a clean and fast renderer(well,as it could be with this old pspgl driver). Anyway , here's the changelog: LTE LITE MOD V1.2 BY BRICK Spoiler: Projects officially using LTE LITE MOD Spoiler: Download links Spoiler: DEMOS Spoiler: That's all , i hope that its going to be used by other devs as;well:-)!. Last edited by Brick; 06-20-2009 at 10:15 AM. |
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#2
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fkn sweet.
as soon as i move on to 3d games, ill give this a shot. with all that cut out tho, it seems like it will be a pain to port a game using pure irrli...wtf ever its called. but creating a game specifically for the psp shouldn't be a problem. thanks Brick.
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![]() ++rep me if i helped you please. Ahh, shit. Stupidity is on the rise again. went legit Oct. 31, 09' piracy is wrong, please don't do it. |
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#3
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Thanks Brick!
My game will surely run at 59~60 fps with this , on the old rubbish LTE I get 19~29 fps ![]() btw , if there will be a voting poll , I'll give my vote to PSPMarble ![]() EDIT: Voted! Last edited by Dark Chazz; 06-13-2009 at 05:33 PM. |
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#4
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Thanks for posting this Brick, I will add this to the mega thread once I have tried all entries for the 10th time
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#5
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@Dark chazz :
That's good to know , and thanks for posting your results(edit : oh , i read it wrong(or you edited your post?) : you actually plan to develop a game ...my bad :-P...)...and i really hope that we're going to see more devs develop games with LTE LM. Edit : there's a little mistake in the changelog , the new module , is "ITextureFont" , and not "ITexture"!. Its my own texture font class implementation(based on irr gui) , and you should all use the "renderOptimized()" method. Code:
void renderOptimized(const wchar_t* text, const core::position2d<s32>& pos, const video::SColor& color, const u32 deltaTime = 0, const bool frameIdp = false); Last edited by Brick; 06-13-2009 at 08:28 PM. |
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#6
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I'm gonna port my game from LTE.
Do I have to change anything related to scene manager or it's all the same as the old "JOKE" ? |
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#7
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Quote:
Well , simple stuff : Quote:
Last edited by Brick; 06-14-2009 at 12:15 PM. |
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#8
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Quote:
Thanks again!
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#9
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Awesome-ness
And hey Brick - i recompiled Light Cycle v3 with this and got a small boost, check it out: Spoiler for screen:
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...at what speed must I live.. to be able to see you again?... Win money while playing Kitten Cannon! Check out all my work on my new site - from Kitten Cannon to Boxhead to Light Cycle 3D Last edited by SG57; 06-18-2009 at 05:43 AM. |
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#10
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Yeah , mainly because of the improved particle system...there's almost no delay at all when particles are spawned into the world.
Edit : also i think you still had the old revision ? Edit#2 : BTw , soon i plan to replace the opengl driver with the native one :-)... Last edited by Brick; 06-18-2009 at 07:05 AM. |
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