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  1. Today
  2. Yue

    Astrocuco Game DevLog

    Desarrollo de mi proyecto en Leadwerks Engine. Astrocuco.
  3. Yesterday
  4. If you jump too high, you break your legs and die. xD
  5. Greetings Fellow Creatives, Please don't forget to check out my Ogg music collections containing hundreds of my tracks in higher-quality Ogg format. They sound great, loop better in game engines and are a cool way to support my site. Right now "Fantasy" and "Sci-Fi" seem to be the most popular but many of my other genres are available as well...so enjoy! That said, this week's new free MP3 tracks are: On my Puzzle Music 7 page: "GLISTENING PUZZLES" – (Looping) https://soundimage.org/puzzle-music-7/ On my Jazz/Big Band page: "SLAPSTICK" – (Looping) https:
  6. I'm afraid "games" will not more be really games but goods big companies are intended to sell with high graphics next gen's and NFT's and ingame shops with tons of skins and and and. All of that could be bugs in the future leaving an empty place between indies (good ideas, no money) and the AAA big games industry (much money but no ideas) Games as a piece of construction that is build from developpers to give fun with love for details and trying to give the best gameplay they ever made, well that I'm afraid will become a rarity.
  7. The VK_KHR_dynamic_rendering extension has made its way into Vulkan 1.2.203 and I have implemented this in Ultra Engine. What does it do? Instead of creating renderpass objects ahead of time, dynamic rendering allows you to just specify the settings you need as your are performing filling in command buffers with rendering instructions. From the Khronos working group: In my experience, post-processing effects is where this hurt the most. The engine has a user-defined stack of post-processing effects, so there are many configurations possible. You had to store and cache a lot of ren
  8. Last week
  9. I think RAGE is a bit old for making it look real, also, i'we been analysing the system of the gta 5 ai, mostly because i want to recreate Euphoria, wich is used by Gta 5. So basically, they didnt use any complex materials, because it would take too much data for a game, so they mostly used base color textures, and because the city was modelled in (around) 2013, the models arent high quality. For me Source engine looks real (notedly the LEft4Dead branch), here is why: they used Ray Tracing (baked) wich can make any game look realistic, also they added a noise shader to the shadows wich (i thin
  10. These days I saw the PS5 trailer for The Matrix. And I'm left with a question: what do we consider real? The following image is a preset of a graphic mod called NBE Series for GTA V. What do you think about this, where do you think technology is going?
  11. I cant find any ways to do that Here is what im thinking of:
  12. The most complicated thing is to unite all the systems and make it work as expected, Ragdoll system + Animation system + Collisions + Character controller. This looks very good to me, and I'm already thinking of a way to make the character stand up. What do you think?
  13. Finish. We have made it, I thank my dad my mom my wife my family, for the love and hate patience I have had for Josh and his Leadwerks engine. But it doesn't end as long as we breathe and have internet. The next challenge is for our character to stand up. ( Josh's idea from a few months ago ) Whoever needs to implement this in their project, I receive money and do everything is difficult way through the underworld of Newtonian physics. That's how I ended up.
  14. This is great, for a long time I was bearing children ( suffering ) to try to get this algorithm out.
  15. I see I am not the only person who had trouble with those long variable names.
  16. Lemniscatta - Trovo Live ragdoll development.
  17. Hi, your comment made me think that life is not at all easy for some people. I start with my weaknesses and that is that I don't speak English, learning programming has meant learning to brute force certain concepts. And I have gone around different types of engines and the problem is always the same, documentation in English, although they say I am very smart I am really stubborn, I don't know when to stop something that really doesn't work for me. The other thing is as my grandfather used to say, we are the result of circumstances in life and possibly if life were different I would be doing
  18. Greetings Creatives, Brand new seamless texture images are ready on these pages on my site: GROUND - Artistic (Tile-able) METAL - Artistic (Tile-able) You can access them from here: https://soundimage.org/images-home-page/ CUSTOM MUSIC If anyone happens to need some custom music created, give me a shout. My contact information is here: https://soundimage.org/custom-work/ In the meantime, enjoy my free assets! 🙂
  19. Posting this for future reference: https://dev.theomader.com/depth-precision/
  20. Posting this here: https://www.linux.com/news/create-gui-dialogs-gnome-and-kde/ https://develop.kde.org/deploy/kdialog/
  21. @klepto2This will make everyone's life a lot easier: https://www.gamingonlinux.com/2021/11/the-khronos-group-officially-announces-the-dynamic-rendering-extension-for-vulkan/ The VK_KHR_dynamic_rendering extension allows me to get rid of render passes, so I don't have to know in advance the exact format of a texture attached to a texture buffer.
  22. Got to admire your perseverance Yue. You have spent ages on this. Glad it is finally working for you.
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