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Josh

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Everything posted by Josh

  1. Why not make the emitter follow the camera around and use a smaller number of particles? You won't even see most of those if they are far away.
  2. That looks great, but I believe it's vaporware. Now that's a valid example of irony. I've been attempting the same thing using Vue.
  3. BTW, there is no restriction from anyone sending you the original free pack that was posted. I worked a deal out with Michael for those to be free to the community. But again, he made the effort to rework the assets for the commercial pack, which should not be distributed.
  4. When they say they are using an ellipsoid to cull pixels, what they mean is they are giving the shader an equation for that shape and discarding pixels in a mathematic test that checks if their position is inside the volume. So it's perfectly possible without interfering with the rest of the rendering pipeline. The gore in L4D2 is pretty extreme, although I love the game.
  5. The beta will be for sale only to existing LE2 developers, at a substantial discount.
  6. At some point last year I decided I wanted to let Michael fix his models up and sell them, and I removed the free versions because I didn't think new users would really understand the fixes he made, and why they were better than the free ones. (I did give a warning of several months.) I believe this is one of the issues he resolved, but I'd ask him confirm that is correct. This was before the asset store came around, but that's what it eventually morphed into. Sorry for the inconvenience, but it sounds like you'll be better off with his commercial packs that resolve this and some other issues.
  7. Which results in less code? There's your answer.
  8. At the moment I am trying to figure out how to push a C++ object onto the Lua stack. When I use pushlightuserdata it does not match the value of the object that LuaBind commands return, so I am not sure what's going on.
  9. It has to be built into the system, from the start. That's why I ask for specifics about what people intend to do.
  10. This is one reason I decided to use Create() functions in LE3.
  11. If the primary reason for this is to make very, very large streaming worlds, that's okay, but I need to know that because there's a lot more that goes into that than just loading models on a separate thread. For example, I am using 64-bit floats on anything to do with matrices and positions, because the physics need it.
  12. How does this help you make games?
  13. No such feature has been promised. I'll see how it works out, but I honestly think this kind of thing is overblown and would only benefit a very small number of people.
  14. Multithreaded compiling is not supported. I have built the engine in MT mode, and it ran so slow it's not worth bothering with, like 15% the speed the ST mode runs at. BMX's multithread implementation is mostly useless, because it relies on a different garbage collector that is much slower. Making BMX garbage-collected was a huge design mistake, in my opinion, and this is just one more reason why. The engine also relies on the reference-counted (ST) GC at some points, and will crash without it.
  15. Not for models, because visual geometry != physics geometry. Stuff like this is possible with CSG geometry because visual geometry == physics geometry.
  16. In legal docs, typically you define terms at the start and then just use the generic term throughout the document. The EULA is written specifically to avoid someone building a 3D engine or game development product on top of Leadwerks Engine. This happened to Blitz3D; someone wrote a script interpreter and sold it as "CoolBasic".
  17. I can produce this error. Those files are 16 mb each, which makes them the largest files in the SDK. We switched to a dedicated server earlier this week. I bet there is a php setting on the server that is limiting the download size.
  18. Josh

    Strange Error

    Those values should always be set automatically. I will resolve bug reports next week. I've read it but haven't looked closely yet.
  19. My guess is the trees have black pixels where the leaves aren't, and they are getting blended into the billboard image. That's what the settings I described corrects, or you can just paint the background green in a paint program. Is that the sample Pure3D tree that comes with the editor?
  20. I believe the tree you have circled in the distance is still showing the model, not the billboard, and the leaves appear sparse because of the technique used to save mipmaps. I think Photoshop weights downsampled colors by the pixel alpha when saving mipmaps, or at least has an option to. In my own MakeDDS tool, there is an option for "mask correction" which does the same thing.
  21. Splendid, it sounds like a lot of people will have use for that.
  22. Josh

    Strange Error

    The whole Framework thing has been the weakest point of LE2 because it was originally intended for everyone to write their own renderers with, and when no one knew how to use it, something had to be done quickly.
  23. Josh

    Strange Error

    The old C++ Framework code is no longer distributed. It was built into the engine some time around version 2.3.
  24. It would be even cooler if the official docs for one language were finished.
  25. Josh

    Strange Error

    The code is in the BMX folder?
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