Blockland Forums > General Discussion
how poorly is shaders actually coded?
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Igloos:

--- Quote from: Nonnel on April 01, 2013, 08:51:11 AM ---You definitely couldn't.

--- End quote ---

Yes I could. I know every programming language made to man-kind.
Nonnel:

--- Quote from: Igloos on April 01, 2013, 08:53:23 AM ---Yes I could. I know every programming language made to man-kind.

--- End quote ---
Then do it, Eskimo-man.
Igloos:

--- Quote from: Nonnel on April 01, 2013, 08:54:20 AM ---Then do it, Eskimo-man.

--- End quote ---

blockland.terrains:add()
Cookiez664:

--- Quote from: Igloos on April 01, 2013, 08:30:44 AM ---I could make better shaders.

--- End quote ---

If you say you can, code a new S&S script and PM it to Badspot. Help us all out, mighty coder.

-

It's not that they are poorly coded, sure it's the first Badspot has done, so it'll take some time to get them perfect... It's also the engine we're running on. TF2 is running on the Source engine... The Source engine is also being maintained frequently so that it is always compatible with toasters. The engine we're on, is imo outdated. So it is not as optimized.
Chrono:

--- Quote from: Magnusbon on April 01, 2013, 03:14:59 AM ---Team Fortress i can run shaders and shadows on highest without any problem same on many other games

--- End quote ---
Now think about this:

How many moving objects are there on TF2 on average?
The entire map and all the objects that don't move only need their shadows to be calculated once, and done while the game is loading.

Blockland calculates shadows every frame, for every object. This is because our maps are bricks and can change at any moment. Even our sun can change position, which reinforces this point.
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