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Josh

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Everything posted by Josh

  1. I have it set to $0.05 per transaction. So if you sell an item for $0.99, your account credit is 0.99 * 0.7 - 0.05 = $0.64. Obviously, as item price increases, the fixed cost of transactions lessons as a percentage of the total. $0.05 of a $0.99 transaction is more than 5%, but on a $20 transaction it's a negligible amount. The fixed transaction cost is something we must pass on to you, or we will actually lose money on $0.99 transactions. If we are able to negotiate a better rate in the future we can lower this fee for you. I don't know whether model packs or small individual items will sell better. We'll leave that to the free market to decide.
  2. If you set an item's price to $20 you will get $14 every time a sale occurs, minus the per-transaction cost. A range of possible values for this is specified in the merchant agreement (It's something like $0.00 to $0.40, and may be adjusted as our transaction costs change). This is basically just so $0.99 items don't end up being a negative balance for us, since we pay a per-transaction fee. Fortunately, the cost of transactions on our merchant account is much lower than what you would get with an online payment system.
  3. The launch is going to be delayed until August. 1. We have a problem with the ordering system. The buy button is directing the user to "http" instead of "https". 2. We're putting out a press release about .NET support, and I want to stagger the news so the items are spread out a bit.
  4. The number of triangles drawn is pretty irrelevant. C# isn't doing the work, the graphics driver is, which is most likely coded in assembly. On the C# side, it would take the same amount of time to draw 1 or 1,000,000 polys.
  5. Yeah, then I say "look guys, what do you want us to focus on next?" and if what we carry out makes you happy, you upgrade a year later. it keeps the market feedback going, instead of only trying to gain new customers. It gives me a good estimate of income, so I can say "Okay, we can spend this much money to develop these new features" and plan accordingly.
  6. VS2008 isn't in the SDK at this point. We'll add it soon. Cartoon, vignette, chromatic dispersion, and rim shading aren't in the official SDK, but there are additional shaders available from the community. 3D World Studio and LE3 are unrelated in terms of upgrading. Now that was funny. That's one of the consequences of making a free version. If we ever do that, the free users are going to be corralled in one little sub forum, and won't get status updates, blogs, and other privileges.
  7. It's cheaper to buy LE2 now and upgrade to LE3 than to wait for LE3.
  8. Why can't you just install Windows on a partition and use that?
  9. I am writing the core engine, and I have help for a few specialized tasks. LE3 is written in C++. The editor is written in BlitzMax.
  10. Every estimate I can make for LE3 sales looks good, which means I can give you more. I want to find 2-3 really good programmers so I can keep the company small and efficient. When you add more programmers, each one yields diminishing returns, so I want the best. I'm strongly opposed to royalties or subscriptions. I think major new features in a paid update every 12-18 months is the way to keep the engine growing and keep giving people new things. I mean, look at BlitzMax. They made it "free upgrades for life" and now they have people begging to pay for new features, but they can't ever get what they want:
  11. Yes. See the docs for Lugi.mod to see how. You just follow the steps to make that work in your program, and it will include the LE commands.
  12. All documentation is here: http://www.leadwerks.com/werkspace/page/documentation/le2 The Leadwerks Asset Store is launching early next month, to create a user marketplace to buy and sell models. We have several merchants signed up already. ATI's drivers have improved a lot in recent years. They used to be really bad. We recently resolved an issue ATI cards had with terrain rendering, and that was the first bug we've seen on their drivers for a long time. He was using an early version of the engine, and unfortunately there was a couple of things that had to be altered. The current version is stable and mature. I would not do anything to it at this point that changed any behavior. The evaluation kit is a time-limited trial of the full version and contains everything. There are a couple of community-provided ones. ceGUI, or make your own with the drawing commands. You can edit the particles settings in the entity properties dialog and see the results as soon as you press "Apply". There will be additional 2.x versions, but new features aren't going to be added to 2.x. You don't need UU3D. Just drag an FBX file onto the FBX to GMF converter in the Tools folder, and it creates a GMF file for you. There are also converters for OBJ and X. You can see any outstanding bugs in the bug tracker. There's no show-stoppers, just some maintenance stuff: http://leadwerks.com/werkspace/tracker It was designed to be a programmable engine and a lot of people want more of a visual design tool. Very easy to code with, amazing graphics. No, but it is great for making buildings and interior scenes. In the future, we're going to merge 3D World Studio into Leadwerks Editor.
  13. Yes, that's the way it works. I don't really understand your description here. Can you explain more?
  14. I don't understand what Mono has to do with Leadwerks on Android. I know Mono works on Android, but the engine doesn't depend on C#, so it's not like that is a hurdle to overcome. Yes, I intend to support Android. I have not yet decided whether Android will be supported at launch. I do want to give it a try soon and see if I can get Leadwerks compiling in the NDK. We've got Windows, Mac, and iOS working, and it would be nice to investigate Android before committing too much code.
  15. I am not aware of any low-cost engine that is doing well. Price isn't the big issue. People will either pull out their credit card or they won't; If people are willing to spend $100, they are willing to spend much more, if they are getting value for their money. Right now there is a lot more value people would be willing to pay for, and the limitation is the time it takes to create that product. Look at this thread, people are asking to give money in exchange for a product that doesn't fully exist yet. That's why I am putting so much effort into the art pipeline. If I can spend 100 extra hours on something that saves 10,000 people two hours each, it's worth it to them. Much better than saying "sorry you have to edit a lot of text files, but you're getting a low price". It also means in the long run, my ongoing support costs are lower because there is an established documented way of doing everything. I just have to make sure we are delivering something that's really valuable to the end users, which is why I am paying more attention to your experience using LE3 instead of just focusing on the underlying technology.
  16. LE3 supports animated textures.
  17. Josh

    test item

    File Name: test item File Submitter: Josh File Submitted: 22 Jul 2011 File Updated: 22 Jul 2011 File Category: Models LOD Versions: Yes This is just a null item we are using for testing. Click here to download this file
  18. Josh

    Test Item

    File Name: Test Item File Submitter: Josh File Submitted: 22 Jul 2011 File Category: Models LOD Versions: Yes This is only an empty text file for testing! Click here to download this file
  19. It's a challenge to handle user input on mobile devices, because they are so different from a computer. The iPhone version considers screen touches to be mouse hits and movements, so by default you get a reasonably consistent control scheme. Of course, on a PC you can move the mouse position, and on a touch device you cannot forcibly move the user's finger to a given position (yet ). I found an event queue was necessary for more advanced input like screen rotation and multitouch input, so if you need to get that info, the events are available to you.
  20. What are you basing this assertion on?
  21. I have no idea how they support so many formats so well, but I'm glad they do.
  22. Don't forget the iPad.
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