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Josh

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Everything posted by Josh

  1. I believe this is how OSAKit works. It works with everything on Windows. All I need to do is a launch an executable that is already installed on the user's hard drive. The application itself can download a game package and parent its own window to the web browser.
  2. That's why I moved the default installation directory to C:Leadwerks Engine SDK
  3. It's definitely possible. There's an open-source example of this out there, somewhere. One problem is it's no good for skinned meshes. I could see using something like this for terrain, and then using conventional polygons for everything else. Of course, it would be fantastic for rendering medical data.
  4. Josh

    Viewport Navigation

    Can you explain this more?
  5. Josh

    Viewport Navigation

    I can't answer that. The API is very similar, but it's impossible to say since I don't know anything about your game.
  6. I've got orthographic viewport navigation done. I decided to build some grid commands into the camera class so that the graphics driver itself can handle the grid rendering, rather than having the editor make a bunch of OpenGL calls in a callback function. The grid can be rendered from any angle, and the math was a little tricky, but I got it worked out. I paid extra attention to showing the border where the world ends. The sliders that pan the viewport are very accurate, and stop right at the end of the world space. By default, this is one kilometer, but the world size can be changed at any time. One thing that was tricky was that the grid can be any resolution, and the world can be any size, so there's no guarantee the edge of a grid patch will match the edge of the world. I ended up using clipping planes to solve this problem.
  7. This is a significant problem and if I find a solution to this it opens up a lot of possibilities for us all. Anyone know how to you make an ActiveX DLL for use with web browsers?
  8. It's a strange world when indie developers are complaining about barriers to entry not being high enough.
  9. Doesn't matter, I said the same thing about console controllers vs. keyboards. There's always a broader market of less sophisticated players the industry will cater to. I see the exact same thing as PC->consoles, with the same arguments. The guy who bags my groceries asked me if I had "Angry Birds". The next frontier of consumers are the "accidental" gamers. They already have a smart phone and start playing a game on it. They already visit Facebook, and start playing a game on it. I know it's dumb, but my opinion as a consumer has been ignored since 2007, so it's easier for me to accept another move like this. The assumption is that a new generation of consoles will come along and sales will resume. The problem is so many companies have done a very good job at convincing customers that their graphics are "good enough" that there is nowhere to go from here. That's why everyone is focusing on gimmicks like motion controllers: http://www.tomsguide...news-12351.html http://www.computera...ation-4-even-do MS says the next XBox will be in 2015: http://venturebeat.c...l-game-controls Anyways, the outcome will be apparent within two or three years, so we can all go back to this thread and laugh.
  10. I make a GraphicsDriver class, and there is a global "current" instance: GraphicsDriver::GetCurrent() All created objects store the current graphics driver at the time they are created, in their constructor: Material::Material() { this->graphicsdriver = GraphicsDriver::GetCurrent(); }
  11. Remember that your personal tastes have nothing to do with the market as a whole. If the market reflected my preferences, every game after STALKER would have been rejected. http://www.tuaw.com/...orm-is-the-ipad It's already been decided. This guy knows a lot more about the industry than he will say in an interview.
  12. XBox support is a make or break feature for you? Do you have a development license? I fully intend to support the consoles ASAP because it can be sold to professional studios, but MS is locking you out of that platform.
  13. I'm getting a surprising amount of interest in this from engineering people.
  14. The winners on consoles are already established. No newcomers will succeed. Anything that's not Call of Duty 7, etc. will fail. That's when companies move on to a new platform that isn't dominated by just a few big winners. This bodes very well for indies because you are not artificially blocked out of the mobile market. Conditions could not be better than they will be over the next couple years.
  15. Both MS and the PS3 have a stupidly closed system, and are getting crushed by Apple because of it. Console sales are down something like 30% year over year, while mobile is rising.
  16. It's definitely possible. There are several wrapping libraries out there to interface C++ with Lua. I recommend ToLua++.
  17. Josh

    Moving Right Along...

    It's also one feature I was initially against, but the community successfully convinced me to do it, and I think they were right.
  18. I'm happily starting out on the CSG editor. The first step is to add a grid in the orthographic view modes so that you have a frame of reference. In Leadwerks Engine, the editor used some callbacks to call OpenGL commands to draw the grid. In the new system, Leadwerks3D, I added some per-camera commands to control the grid spacing, resolution, and colors. (You may safely ignore the mysterious black cube in the center.) This way the editor never has to call OpenGL commands directly, making room for the possibility of other rendering APIs the engine can support in the future, like DirectX or software rendering. One small little detail: In the Leadwerks Engine editor, the editor simply calls immediate draw calls (glVertex3f, etc.) to draw as many lines as are needed. In each orthographic viewport in the above screenshot, there are about 80 lines being drawn, which would require 80 draw calls. In Leadwerks3D, the engine creates a repeating patch and renders it as many times as needed, very similarly to how terrain is rendered in Leadwerks Engine. This reduces the number of draw calls in the above screenshot to about 24. Of course, instanced is always faster than non-instanced, and vertex buffers are much faster than immediate mode drawing, so this will increase the responsiveness Leadwerks3D over both the Leadwerks Engine editor and 3D World Studio. The next step will be to add controls to navigate viewports. This includes free-look with the mouse in perspective mode, and panning and zooming in the orthographic views. After that, I will start the actual code for drawing primitives, like 3D World Studio does. The functionality of 3D World Studio and Leadwerks Engine are being merged into Leadwerks3D. I miss the convenience of CSG editing. It allows non-artistic people like me to easily put together good looking buildings and interiors. It also makes it easy to establish a theme for a scene using sets of pre-made textures. And if nothing else, it's a convenient way to block out scenes for play testing, until the real art assets are finished. You'll also notice I have switched my main development machine to Windows 7 for the last leg of this journey. We're on schedule for a summer release this year.
  19. We accept all credit cards listed in the checkout area. There is no disadvantage to any.
  20. I like the edges quite a lot. That's what rocks here look like,
  21. I'd really prefer not to have topics with titles like this on the front page when technically unadvanced investors are looking at the company. Leadwerks Engine is a programming SDK. If this is not meet your needs, you should go elsewhere.
  22. Since popular technology is moving backwards, this makes perfect sense.
  23. Last time I looked into it, it had something to do with setting an application profile with the NVidia driver, and it would have to be done by the end user, anyways.
  24. And then I have to do something for Crossfire to work...
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