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Genebris

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Posts posted by Genebris

  1. 2 hours ago, IceBurger said:

    To get that effect one could probably make an object that positions itself so that the player is in-between it and the lights. And then check if the guards can see that object.

    I would say you project from a light into player bone and then further into first surface hit. This is basically a point inside player's shadow and you can check it's visibility now. But it might also be inside some other shadow 🙃

  2. Thief also had very much approximate shadow detection so I don't think it was much more complicated than couple raycasts. I remember light indicator randomly changing while moving in an evenly dark hallway.

    What's much cooler is that supposedly the guards in Thief 3 can see your shadow even if they don't see you directly.

    • Like 1
  3. There's this method to set collision types, but it's missing from documentation. I really hope Ultra doesn't suffer from these undocumented methods that Leadwerks has so many of.

     

    Collision:SetResponse(type, type, response)

     

    • Like 2
  4. Just copy what others have done, adapt it to your need and ask questions like you just did in the process. Everyone has done it this way, it doesn't mean you need a codeless "engine".

     

    Script. is a table defined by Josh in Leadwerks. You add functions and variables to it indicating that they are part of this script and nothing else. You can create a variable without "Script." and it will simply be global across every script.

    Script.number = 1	--Accessible inside this script
    number = 1	--this is global in your entire game

     

    • Like 2
  5. 1 hour ago, havenphillip said:

    Subquestion how much do you think texture resolution plays into the speed? Like high res up close but low res far away.

     

    I think resolution theoretically has some effect on speed, but in practice I've never seen it have any noticeable effect at all. Just make sure you don't run out of  vram and ram.

    • Like 1
  6. 8 hours ago, havenphillip said:

    A lod system basically looks like three copies of the models and textures with varying degrees of polygons/resolution, right? Is any other thing to it? I always feel like I'm probably going to miss something obvious.

    Yes, but there are also HLOD systems where different levels might have different hierarchy so some objects aren't even present on some lods.

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  7. Every engine with subscription has already given up on that and made a free option for regular indie users. And they make money from large companies. I honestly have no idea how to profit from us small indies, but subscription is definitely a hard sell for us in today's market.

    • Like 1
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