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Josh

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Everything posted by Josh

  1. There's a camera spline script in the editor that can make these movies much smoother.
  2. Their system is basically a visual way of writing shader code. All the "input nodes" in their system are variables or texture lookups, and it probably uses that to generate a new pixel shader for each material created.
  3. This is how I did vertex lighting in very old versions of the engine. Each instance had a unique color array that was switched when instances were drawn. This is not part of the design of the modern engine.
  4. Josh

    editor crashing

    You can delete the scilexer DLL and the editor will use a different method of rendering text. It won't look as nice, though. There were earlier problems with scintilla crashing, but they seem to have been fixed, or so I thought.
  5. Well, they're probably just going to write documents and use email for those machines.
  6. I would not be surprised if 70% of computers have an Intel integrated graphics chip. Don't know if that is correct or not, but it sounds reasonable.
  7. What do you want to use this for?
  8. Josh

    12-14-2009

    Documentation and tutorials come next. I have a nice big chunk of time to work on them now. The terrain editing probem on SM3 cards was easily fixed, so the update will be available tomorrow.
  9. Terrains in id tech are just a mesh made in a modeling program, so the geometry is very limited in size.
  10. Is the Crysis AO calculation a step that has to be processed and saved, or is it dynamic?
  11. From the technical specs I have read of RAGE, it doesn't even allow terrains as big as what we have.
  12. I have no objection to a converter being made from gmf to another format.
  13. I have to say, I love the idea of an infinite world streamed from the hard drive. It's a long way off, but I dream of a world like STALKER that's completely continuous.
  14. I see no evidence of any special surface technique. It looks like a plain normal map to me. Just a really good texture. The SSDO effect I have working produces results similar to those trees, although I don't know if they are doing a dynamic effect or if they simply darkened the interior vertices.
  15. Angular velocity is commonly referred to as omega: http://en.wikipedia....ngular_velocity
  16. A get force or get torque command would only return the force that has been applied by the user since the previous physics update. It does not correspond to velocity or omega (angular velocity).
  17. Josh

    C# Framewerk

    It would be a pretty small task to compile fw into the DLL and add a procedural interface. I think this would make sense for people using languages other than CPP and BMX. I don't think it is realistic that we would be able to maintain the same code in a dozen different languages. I don't mind adding it to the BMX DLL, and if anyone prefers to write their own implementation of fw, they don't need to use the DLL commands. Plus, you get automatic exposure of fw commands to Lua.
  18. Let's not turn this thread into a criticism of LinkedIn. If you are not a fan, you don't need to participate. I think there are some tools in werkspace to link to Linked in, but I haven't tried them yet.
  19. 82.70% of Steam users' machines can run Leadwerks Engine. This is an increase of 2% since October of the same year. http://store.steampo...d.com/hwsurvey/ 72.83% have shader model 4 graphics cards.
  20. I thought I left AppLogMode() in for compatibility. But he's write, LogStreamEnabled will do it.
  21. Josh

    C# Framewerk

    Is it worth writing a C# version or would you rather just have fw compiled into the DLL with commands exposed?
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