Author Topic: how poorly is shaders actually coded?  (Read 2925 times)

this bugs me because simply on minium i lose around 40 fps when on ect. Team Fortress i can run shaders and shadows on highest without any problem same on many other games

are the shaders really clean or just rushed though?

this bugs me because simply on minium i lose around 40 fps when on ect. Team Fortress i can run shaders and shadows on highest without any problem same on many other games

are the shaders really clean or just rushed though?
Well, they were made in around 6 or so months.
Not sure if they were rushed but they seemed like it, due to the giant demand of them.

If you throw in the fact that the shadows has to render realtime because when bricks are added so are shadows, and that we're running on a different engine than TF2 is. With that being said it's not really "why does the code in our shadows suck" it's just comparing an apple to an orange.

 I see what you're getting at though, it seems a little skeptical, but that's because it's the first we've had them so it'll take some tweaking before being great.

I could make better shaders.


You definitely couldn't.

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

Yes I could. I know every programming language made to man-kind.
Then do it, Eskimo-man.


I could make better shaders.

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

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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 The engine we're on, is imo outdated.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.

Team Fortress i can run shaders and shadows on highest without any problem same on many other games
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.

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.
my point exactly.

I want some change since I fixed it.
I brought terrains back noobs.