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Dark Physics & Dark A.I. & Dark Dynamix / DarkPhysics and DarkShader compile successfull sample

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silken
20
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Joined: 13th May 2004
Location:
Posted: 28th Jul 2010 11:46 Edited at: 28th Jul 2010 11:47
Hi

I decided to post my sample project for DARKPHYSIC and DARKSHADER who
compile successfull, because I see many members who try to use and don't compile with the message "already defined in DarkPhysics.lib"



ps: compile in Release configuration

enjoy

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leo877
16
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Joined: 6th Mar 2008
Location: san antonio, tx
Posted: 31st Jul 2010 10:34
aaawww man its a dgk. can't check it out.


Duke E
15
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Joined: 10th Mar 2009
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Posted: 1st Aug 2010 04:01 Edited at: 1st Aug 2010 04:02
Only problem with DarkShader and DarkPhysics i can think of is when using full screen shaders from DarkShader in combination with DarkPhysics particles.

Before you sync a full screen shader camera you need to hide all the objects before that happens. You have to hide all objects or else the shader linked camera will have to render unnecessary objects causing a significant loss of performance.

Continuing from the above paragraph.. the problem with DarkPhysics particles is: You can't hide DarkPhysics particles. The particle ID can't be hidden. It can be detected with "object exist" though. I'll write it up as another unfinished DarkPhysics feature.

Regards
SuperSnake
15
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Joined: 19th Mar 2009
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Posted: 26th Aug 2010 02:30
I tried it and surprisingly, it works! May I ask what special thing you did to fix it, I really need to know.
silken
20
Years of Service
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Joined: 13th May 2004
Location:
Posted: 12th Nov 2010 14:47
go to project property, Linker, Commande Line , and add command "/FORCE:MULTIPLE /LTCG "

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