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We would assume that, when looking at th e wall, the engineer’s GPU would not be rendering the sentry. Our goal today will be to instruct the engine not to draw the sentry when it is indeed hidden by the brick wall. Our players will consist of a brick wall, an engineer representing the player, and a sentry representing the high-polygon props that end up creating framerate loss on our players’ end. Part I: Visibility in Sourceįor this exercise we will be considering the source game TF2, though these techniques will apply to source in general. This tutorial assumes you have an intermediate understanding of using hammer and the terminology used for its processes. When implemented correctly, good optimization can be more beautiful than the aesthetics of a map itself. Today we’re going to discuss how optimization in source works, not from a theoretical approach, but from an example-by-example method that will hopefully bring us around to understanding the underlying theory.

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Optimization is one of the least understood parts of mapping in source there is a lot of hearsay on the matter and generally the topic can appear overwhelming to new mappers.









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