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Josh

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  1. Terrains render a series of repeating patches (for LOD levels) and render the area around the camera dynamically. The height date is stored in a 16-bit luminosity texture so a 4096x4096 terrain can be fit in just 33 mb of memory. If this were a model, the memory usage would be hundreds of megabytes.

     

    So the advantages are:

    • They render faster.
    • They use less memory.

  2. Need some inspiration? Here are some physics puzzles from different games:

     

    At 9:25 a box is blocking the engine from moving:

     

    Turn two wheels to open a door:

    http://www.youtube.com/watch?v=awbiL7He-pc

     

    At 8:17 the player turns a wheel to move a crane and bridge a gap so they can get across:

     

    At 2:00 various gears are assembled to make an engine:

     

    Other ideas:

    • Turning electricity on and off to make an area passable.
    • Controlling a crane to move objects around.
    • Running through a Halloween horror machine and dodging moving spinning blades.
    • And of course, your own off-the-wall ideas that go beyond this.

     

    The best approach is probably a simple idea with good execution.

    • Upvote 1
  3. Since terrain is added, the navmesh is no longer being updated realtime since it will costs to much performance. There are also several new commands that lets you build the navmesh on runtime. see this blog post for all the details:

    http://www.leadwerks.com/werkspace/blog/1/entry-1133-leadwerks-30-terrain-update-now-available/

    All this is true, but not the question the OP is asking.

     

    Here Mikko himself explains Recast settings in his blog:

    http://digestingduck.blogspot.com/2009/08/recast-settings-uncovered.html

  4. There's actually an undocumented command in the terrain class for this. See the header if you want to dabble.

     

    The OpenGL 4 renderer will use 2048x2048 clipmaps, which look a lot better. The OpenGL 2 renderer is meant to be a fallback that runs everywhere.

  5. My only suggestions would be to rotate the texture along the edges of the roofs and make use of smooth groups for some of those arches. You'll get the best results using CSG for the big sections and then adding small repeating details with models.

  6. Add this line to the beginning of your program:

    FileSystem::SetDir("MyGame.app/Contents/MacOS")

     

    Or something like that. I forget the path for resources, but there is one.

     

    The reason Leadwerks does not do this automatically is because Leadwerks does not attempt to control your code. If the project behaved differently when it was being run in development and when it was being run by the end user, that would be problematic.

  7. There are some BSP mapping features that will definitely be added in the future. The built-in map design tools are one of the coolest aspects of Leadwerks 3, and this is an area I plan to continue improving. However, Linux support and OpenGL 4 rendering are the highest priorities right now.

  8. The built-in level design tools have been a winner. People are using them a lot and they are super helpful. Carve, hollow, and vertex manipulation are very good features to implement in the future. However, Linux support and OpenGL 4 rendering are the highest priorities right now.

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