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Blog Comments posted by Josh
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I hope you make use of physics like Penumbra. That would be perfect.
Hurry up and make this game, I want to play it! B)
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If someone makes an awesome game with a AAA engine, and the company really likes it, I'm sure they'll find a way to work something out. That's always been the case. Counterstrike is another example.
However, it's very hard to make a total conversion mod starting with an existing game. That's why a lot of people prefer using systems that are designed exclusively to be general-purpose game engines.
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I think it's neat. We've always had "free" mod SDKs available for the big engines since the days of Quake 1. Tripwire published Red Orchestra using the UT2004 engine, with no licensing fees paid up front to Epic. It's always been an option for developers, but we've always had users who come to us for a simpler more straightforward solution.
However, I think 100,000 free users over four months isn't much to brag about. By the same logic, Leadwerks gained 15,000 users in two weeks, because they downloaded our free demo. I'm not too keen on a free SDK version for two reasons:
-It isn't free to us. It costs us resources for supporting the free users and the increased demands on our site. I'd rather use these resources to improve the product for you, the paid user.
-It devalues the paid user's experience because they get surrounded by a lot of low-quality users.
This is all a result of console technology. Because the large companies are restricted to console hardware, which is much lower-spec, but more profitable for them, that leaves the high-end PC market to people like us. Now they are getting worried. They don't want to pursue the high-end PC market, but they also don't want us doing it. B)
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These are very nice. One thing I think would be handy for level design is a cluster of large rocks you could distribute on cliff faces. Of course you can easily make something like that with these models.
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What really amazes me is how when you are far away, okay, you've got billboards, and things don't look that detailed, but then when you are on the ground, everywhere you go there is this incredible detail. It's something that I marveled a lot at with the Crysis engine.
It looks like you got just the right color for the shadows. You could even go pinkish for the sunlight, depending on how late in the day it is.
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This has no effect on Leadwerks Engine 2.x. It's just research for the future.
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That's sound nice Josh, dont forget to take a look at the decals please
Fixed already.
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The Far Cry 2 editor has really great alignment for things like curved railroad tracks. I'd like to do something like that in the future.
I love the individually modeled bricks.
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You have to download the 1.9.0 beta to get the best skins:
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Leadwerks 3.0 would be a much bigger product than what you have seen so far, with a lot more people working on it, and existing developers would get a big discount.
There's still a lot of improvements to make to 2.x, so I would not worry about a 3.0 too soon.
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With a price like 1000$ you will be always compared feature wise with other engines having this price-tag and don't get the clients with a small poket.
I will be very comfortable with this when the next major version comes out.
I'm still a big fan of plug-in philosophy. Buy what you need. Decide how much you want to spent.I like the idea, but is practice it doesn't work. In a 3D engine, various subsystems affect each other in many ways.
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I think to maintain a sustainable business, it is necessary to offer some products to professional developers at a professional price. However, I think the PC version of the engine will always have a relatively low price point(s).
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Okee-dokee.
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We may do a custom water shader for this. A cubemap lookup with a skybox would be a lot cheaper to render than a full reflection, and that crystal-clear Half-Life 2 style reflection is sort of a rare occurrence in nature.
The tree line like you made is extremely cheap to render if it is far away enough that billboard rendering is used.
This will be very interesting to me, too, since I got my start as a level design artist. I was always good at details, but laying out a full scene was something I never "got".
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I think you should make your game, and by the time you are further along a dedicated server mode will be supported. At this point it would not make sense for me to devote a lot of time to this.
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I don't know why everyone bags on STALKER graphics. The buildings are the most detailed I have ever seen.
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It will only redraw the character meshes, in only the sections of the point lights they affect.
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That's pretty interesting. The walk and run animations occur at different frequencies, yet you have managed a perfectly synced transition.
Simon Benge, who created the animations for FPSCreatorX, is currently working on animations of our soldier model. I am starting off with idle and run on four directions. This will give you some good media to work with.
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A blur operation would probably be cheap and effective. You could just do this in postfilter.frag, where the SSAO texture is read. Just read four pixels instead of one, and average the results. It would also get rid of that edge line.
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I don't think 1000 lights shows off an engine the way good artwork does. You can throw tons of technical specs at people, but it doesn't really mean anything compared to a nice screenshot.
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Josh, How is the new model, physics, material editor going to effect the current models, mat files, phy files etc?
It won't.
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Yeah, I realized the screenshot I was showing wasn't really demonstrating it.
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This is the same thing. It's finished.
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The idea is everyone can alter the code to add their own controls, or to customize the appearance. Since lua works with all languages, it makes sense to use it for some things like this.
Picking up speed
in Development Blog
A blog by Josh in General
Posted
Not cross-platform code, because that is being done in C++, but I will be using version 2.x to develop new ideas before "engraving" the code in C++ for version 3.0.