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LeDucSAS

Alpha Tester
  • Content Count

    5
  • Joined

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5 Followers

About LeDucSAS

  • Rank
    Newbie

Profile Information

  • Gender
    Not Telling
  • Location:
    Planet Earth
  • Interests
    Dual Universe
  • backer_title
    Ruby Founder
  • Alpha
    Yes

Recent Profile Visitors

1403 profile views
  1. Salut je te mp à mon tour !

  2. Bonsoir 

     

    Comme convenu , voici le MP .

  3. Bonjour, je te contacte comme convenu par MP.

  4. Bonjour,

     

    Voici le message comme demandé.

     

    Merci,

     

    Cdt,

  5. Salut LeDucSAS tu sais motiver les gens ^^

  6. Bonjour, je te contacte comme convenu par MP.

  7. Bien le bonjour !

  8. alors donc  , ici le mp ? ;)

     

  9. du coup je t'envoi un message ici je pense pour que tu puisse verifié mon compte DU

     

  10. Hey salut l'ami

  11. I'd like to attend the Alioth Aerospace Expo

  12. For what I did when experiencing with that stuff in Unity 1) Camera is machine ressources eating. It's very heavy on CPU since you do multiple renders. Low Res or High Res what if someone decides to put 100 of theses? What could be done is define a number of camera renders per second. Say, you update 2 cameras screen only. Then, if there is more cameras to be updated you updated the two next in the next second, and so on until every camera are updated and begin a new update loop. So whatever ressources you have you don't overwhelm your computer ressources. 2) to avoid infinite camera loop, just disable it in the render after first pass (like put a placeholder screen or whatever or do nothing like default black screen). 3) drone camera for remote control, like fullscreen, you replace your screen with the drone screen it's very appealing
  13. PenroseLabs:EE12F703B7DEC119743C45F995AFE5C7

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