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Josh

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Everything posted by Josh

  1. Most of the forums are for registered developers only.
  2. Yes. Just set the material or object to not cast a shadow.
  3. They also use 3D World Studio, for something.
  4. Add a window so the sunlight can come streaming in.
  5. This is something I might consider when big worlds are added in Leadwerks3D.
  6. Josh

    pushing

    If his mass is greater than the enemy, he should move it more easily.
  7. Josh

    Ivy

    The spikes are coming straight out of the surface. It's exactly what I was saying. They put a lot of effort into the artwork to make it look nice, but you can't have layers over layers of geometry. They're also confusing it with animation and texture writing to make a nicer demo. You can even do offsets along the X/Y axes, but demos like the one above strike me as a solution looking for a problem.
  8. I might not have been clear, but my point was to ask what possible projects would be good candidates. There's a lot of stuff that goes under the radar, like this project: http://www.leadwerks.com/werkspace/topic/4444-game-big-five-hunter-arcade/page__pid__38866#entry38866 I've seen a number of Leadwerks project popping up, and a lot of the devs don't spend much time on the forum.
  9. You don't know how happy this makes me.
  10. Josh

    Ivy

    I have programmed tessellation shaders exactly like what you posted, and I don't think it would be useful for this. You're not going to get complex arbitrary 3D detail out of them, just displacement of a surface. With ivy like this, you will have many leaves on top of one another. Of course you can argue that tessellation will make it possible to use many planes with displacement, but that's more a matter of looking for an excuse to use it, rather than it really being an appropriate tool. You could use a tessellation shader on a surface like this, but it's not going to improve the appearance really. It tends to work best for big chunky details like rocks and bricks.
  11. Josh

    Ivy

    Tessellation only subdivides quads, and won't help here. Think of it as really good parallax mapping.
  12. Your introduction is really well done.
  13. Yep. All icons are just placeholders for now.
  14. Well Lord Hippo, I think the community has determined that you need to quit your job. Don't blame me, I just work here.
  15. Yes, but I can help improve their visibility and SEO rankings.
  16. Yet they had no problem with you posting images of what they now consider their intellectual property?
  17. You can drag entities around in the model editor to rearrange the hierarchy. Now I just need to add an option to collapse a hierarchy, and the basic art pipeline will be done. I had a difficult bug that was causing model hierarchies to be duplicated. At first I thought I was saving files wrong, but it turned out my entity copy routine was duplicating the hierarchy twice! Oh well, problem solved.
  18. No, I am only interested in existing projects in an advanced state of development.
  19. You adjust your model to fit the bones. I admit the program is limited. Why don't people use that Mixamo thing? I looked at their site but couldn't make sense of their business model.
  20. If you could have a "project" page on Leadwerks.com to show images, a video, a description, and a current demo of your game project, what would you put on there? I can think of a few that would be good, off the top of my head, including Combat Helo and Ravage. I'm not going to pursue this soon, but I like to ask about things in advance so that I have the information when I am ready to act.
  21. Josh

    Leadwerks Articles

    Good question. I feel like it's convenient to have your videos, files, and a short explanation all on one page, as sort of a multimedia presentation. However, it should probably be broken up into multiple articles. I think more than three video embeds on a page is too much. The formatting can also be improved a bit, if you don't mind.
  22. Thanks, "cute" is exactly the look I was going for.
  23. The articles database makes a triumphant return with a beautiful new template: http://www.leadwerks...e/page/articles The front page shows the most recent articles. Clicking on a category on the right gives you the entire list of articles for that category: http://www.leadwerks...s/_/programming The new template I designed will help organize and present articles better. There's some great content written by the community, but I haven't provided a very clear specification for the articles section until now. Here are some things you can do to improve the appearance of your articles: You can separate your article's contents into pages with the "page" tag: If your article uses a YouTube video, you can submit up to three YouTube video IDs. These will be displayed in the upper-right hand corner of the first page of your article, as seen in this article: http://www.leadwerks...o-animation-r11 You can add a 160x120 JPG image to your article, and it will be displayed in the article lists. Do not add PNG images or your own icons, as they will make the page look inconsistent. Just use screenshots from the contents of your article: http://www.leadwerks...er_page=5&st=35 The articles section is not a place for code snippets or downloadable tutorials. These items can be posted in the Leadwerks Asset Store "Code" and "Tutorials" sections: http://www.leadwerks...werkspace/files Do not link to other articles, external images, or anything else in your tutorial. Many links eventually become broken with time. We want to minimize maintenance demands. I'm also running Google ads on the articles and video pages, mostly just as an experiment. I feel like these are sections that are okay to display an ad in, and hopefully the community won't find it intrusive: http://www.leadwerks...ine-preview-r16 If you haven't been to the videos section lately, check it out. It's looking pretty good: http://www.leadwerks...ace/page/videos Thank you in advance for your help keeping the community's content organized.
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