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Josh

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Blog Comments posted by Josh

  1. hey... will other platform (macintosh) code start showing up (betas maybe) in 2.32...

    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.

  2. 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.

  3. 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)

  4. 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.

  5. 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.

  6. 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.

  7. 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).

  8. 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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