Jump to content

Genebris

Members
  • Posts

    517
  • Joined

  • Last visited

Everything posted by Genebris

  1. I feel like this was already discussed but I forgot. Can you still move bones in script? How can you do procedural animation if bones aren't entities?
  2. Oh I would kill for that if it also had Lua scripts!
  3. But what's the advantage over LODs or even impostors? Is tessellation cheaper or more expensive?
  4. Genebris

    Evolution

    I love everything here a lot! Can't wait to ditch other stupid engines for this one!
  5. Steam doesn't check anything unless you want to as far as I know. Even if it did, I'm sure there would be a way to hack in after the check.
  6. You can have your model as a child object, raycast down to find ground point and move your model there. You can even try doing this for each feet individually.
  7. Root motion is better because it's more realistic, immersive and looks more polished. Those are my thoughts ? I'm pretty sure you can still control the speed with root motion: you just change the animation speed.
  8. Yes, they are considered walkable areas for AI. But you can't edit them directly, you have to press "Build navmesh" button. See navmesh generation section: https://www.leadwerks.com/learn?page=Tutorials_Games_First-Person-Shooter_AI-Pathfinding-and-Events If you have these flying pieces, then you have colliders that set as nav obstacle under them.
  9. Can't tell without the script. I think this can happen when you have infinite loop.
  10. Go to Properties -> BETAS on Steam. You can select old version there.
  11. Hi. You don't need to give any credits for any official content. You can do whatever type of game you want, but your biggest concern will be performance. I would recommend you to make sure performance is good enough for you in advance. There are no tools for 3D text but you can easily do it in Blender.
  12. Devil Daggers but with 1000 animated enemies on the screen https://store.steampowered.com/app/422970/Devil_Daggers/
  13. This seems like the perfect system to me. You can use just one script like before, you can automatically "combine" many scripts and still use them without knowing how they are called and you can separate functions into different tables if you want that. Lua is so good.
  14. You are asking if you should run complicated code every frame or every minute? I think it doesn't mater. If your game runs at 100 FPS most of the time but drops to 30 every minute it's just as bad as constant 30 FPS. Unless you do your calculations on loading screens, of course.
  15. I like packing roughness into alpha channel of albedo. Then I can have just a grayscale metal map. And sometimes you don't even need a metal map so you end up with just two textures: AlbedoRoughness and Normal.
  16. That looks really great. But I worry that CPU performance wasn't ever a bottleneck for me in Leadwerks, it was always GPU. So I'm not sure how helpful it is to move other tasks from CPU to GPU.
  17. So you can't update bone position after the animation? How can you make a character look at the player?
  18. You need to simulate smoke in Blender or somewhere else and render it into a sprite sheet.
  19. How many bones does it have? That's probably very expensive, animated models have a big performance impact in Leadwerks.
  20. Everything you mentioned will be very easy to make with Leadwerks especially if you use Lua. CPU performance won't be a problem, but GPU performance will. Billboard enemies will make it much easier.
  21. This is for workshop assets not for games. And you can't sell games on Game Launcher.
  22. Yes, this is correct. There is a modifier for this in Blender that does exactly this automatically, don't know about your software. Also you can probably make all edges smooth and bake normals from high poly mesh to get more realistically sharp edges.
  23. Script.message Script.time = -1000 function Script:PostRender(context) if Time:GetCurrent() > self.time + 10 then return end context:DrawText(self.message, x,y) end function Script:SetMessage(text) self.message = text self.time = Time:GetCurrent() end
  24. You need to make sure you load the correct map in main.lua, when launched with editor it will open map opened in editor, in standalone it opens specified file.
×
×
  • Create New...