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Josh

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Everything posted by Josh

  1. CSG is a total paradigm shift. With CSG you can design your game levels right in the editor and see immediately what your changes look like. You should check out our last Google Hangout recording on our YouTube channel. Aggror's eyes lit up when I showed the pathfinding dynamically adjusting as I was editing the level. You don't have to use it, but if you're designing the kind of geometry most game indoor game levels consist of, it makes the experience much more pleasant and creative. I have the capability to design a level in 3ds max, but I'm never going to bother because it's too much work. With CSG, I will put together some simple game levels of my own.
  2. Fall equinox isn't until September 22nd.
  3. You may want to research the differences and focus on the new and previous engines, too. Each has features the other lacks. I'm trying to focus on the art pipeline (CSG is part of that) and gameplay mechanics in the new engine, and it will be some time before the new engine's graphics on PC get up to and surpass LE2's graphics. Three weeks will be enough time...probably.
  4. Leadwerks Engine 2 uses occlusion culling on lights and animated models, but mostly relies on really fast rendering. It was always designed with indoor/outdoor stuff in mind like Crysis and STALKER, so it handles just about anything pretty well. The new engine uses a hierarchical occlusion system built into the scene octree. This is similar to how Crysis and Umbra work. We're pretty close to having a full CSG editor in the new game engine. See my blog for more details. Of course, only existing Leadwerks Engine users will have access to that at first. (It's actually cheapest to buy Leadwerks Engine now and upgrade, rather than waiting to pay full price for the new engine.)
  5. Josh

    How to make a prefab

    Meh, 3D World Studio had prefabs since before it was called 3D World Studio. The editor file open dialog will actually allow you to load prefabs like a map, so you can make your changes with the full editor options and resave them. A smaller prefab editor inside the editor would just be the editor inside itself.
  6. Step 1. Build the object you want to make into a prefab. Here I have staircase I want to make into a reusable object. Step 2. Drag all the objects onto one, to make it a parent of the others. Prefabs need one top-level entity. Step 3. Click on the top-most object in the hierarchy and select the "Save as Prefab" menu item. You'll get a file save dialog so you can choose the file to save. Step 4. Begin using your prefab by dragging it into the scene from the asset browser. Prefabs will always be reloaded from the original prefab file. Even if you overwrite the prefab file, your changes will be instantly reflected throughout the entire scene. If you make any changes to an object loaded from a prefab that would make that object so it is no longer instanced, a dialog box will warn you and ask if you want to proceed before turning it into a unique object. Prefabs can be made from all entities in the editor, not just CSG brushes.
  7. And the company that made that engine is now making Kinect games only for XBox. Even they couldn't sustain their approach.
  8. The physics system has been totally rewritten in the new engine. It would not be simple to port this backwards.
  9. It's supported, but not in the initial release.
  10. Yeah, I think so. They just used Crysis as a demonstration, but the physics is their own lib. We do have some support for deformable meshes like that, but I haven't gotten to play with it much and it won't be in the initial release.
  11. No, unless you import the rigs of rods library, which is what that is using.
  12. Tessellation shaders aren't really that hard to add, but they require an OpenGL 4 context.
  13. Example material file: texture0="abstract::crawler.dds" texture1="abstract::crawlerdot3.dds" shader="abstract::mesh_bumpmap_skin.vert","abstract::mesh_diffuse_bumpmap_specular.frag" shadowshader="abstract::mesh_shadow_skin.vert"
  14. http://www.leadwerks.com/werkspace/page/Documentation/le2/_/tutorials/introduction-to-animation-r474
  15. Everyone, feel free to use that image as frequently as is necessary.
  16. The materials should use the mesh animation shader. This will give you fast vertex skinning on the GPU.
  17. The controller does not use the physics simulator. It has a simplified system to control things in an unrealistic way that is better for gameplay. The problem is adding torque to force something upright will always have unintended effects that are felt elsewhere, like when standing on ramps.
  18. There's a function to calculate the omega (angular velocity) needed to move a body to a specific rotation. Use this and multiply it by the mass to get the torque (angular force) you need.
  19. http://www.leadwerks.com/werkspace/page/tutorials/_/programming/transparency-and-refraction-r10
  20. If you have a particular file that is problematic, please post it in the bug report forum.
  21. The command set is very similar, but I would not expect code to compile with no changes.
  22. Yes, I would like it please, but it needs to use OpenGL 2.1.
  23. This is what the code block does: --This function will be called once when the program starts function App:Start() --Set the application title self.title="Darkness Awaits" --Create settings table and add defaults self.settings={} self.settings.vsync=true --Load the user's settings self:LoadSettings() --Create a window self.window=Window:Create(self.title,0,0,1024,768,Window.Titlebar) --Create the graphics context self.context=Context:Create(self.window,0) if self.context==nil then return false end --Create a world self.world=World:Create() --Create a camera self.camera = Camera:Create() self.camera:SetPosition(0,5,-10) --Load a test scene Scene:Load("Scenes\\trash.scene") return true end
  24. FreeGlut would work too, I just need something that will create a window and OpenGL context without scaring them with too much code.
  25. Does anyone have a visual studio project that creates a window and initializes an OpenGL context with SDL? I am teaching a single class in OpenGL and this would save me a lot of time, if anyone has it already. Thanks.
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