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Blog Comments posted by Marleys Ghost
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will you be adding luaJIT to 2.32 ? and if so will it be the current stable version 1.1.6 or the 2.0 beta ?
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Performance tests of the LuaJIT beta 5.1.4
beta 5.1.4? I thought LuaJIT was upto, currently, version 2.0 ?
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Well "free" will always have conditions, unless of course people like Unity and Epic and Crytek suddenly become registered charities (or soup kitchens ) B)
I have both UDK and Unity "Free", for me I really dont see an issue with the UDK licensing given the tools and game mechanics included:
Unity as far as I know, the Free version displays a splash screen (standalone) and a watermark (web). There is also a clause "Companies or incorporated entities that had a turnover in excess of US$100,000 in their last fiscal year must use Unity Pro."
If Cryteks intention is to try and infiltrate the demographic currently making up the user base of both Unity (100,000 registered users in its first four months) and Epic's UDK it would need to "sit" itself between the two (licence wise) in my opinion, to have any chance of success, or at the very least match Epic and then try from a toolset/game mechanics angle to do the work.
As I have already said, for me a game engine requires game mechanics, good visuals, and tool set, but game mechanics are the important "sway" factor. Especially during development.
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Well for me a game engine requires game mechanics, good visuals, and tool set, but game mechanics are the important "sway" factor.
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There's a soup kitchen in Downtown LA that gives away free food daily yet bears no threat to the surrounding restaurants and their businesses.
I must admit, I have not considered Epic and CryteK to be the soup kitchens of game engines before ...
Not sure that analogy works .. B)
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My guess is it's free to use but you must pay a $25,000+ royalty per commercial release.
No idea on that score, but it would need to be at most comparable to the deal with UDK (if not better) for them to make any headway into Unity3D's and UDK's user demographic, otherwise whats the point?
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Well, it would be an interesting development, but as I said, considering the route Unity and Epic have taken in the last year, it seemed that it might only be a matter of time before they followed suit.
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@ Pixel : Thanks, yes I am a fan of K.I.S.S. but only because I can't do the complex stuff but you are right sometimes in certain situations a simple solution can work. This will, I think work for the small project I have in mind and was initially coded for, but would be probably unsuitable anywhere else I feel. Hence it would be nice to get something like Recast/Detour integrated into LE and the editor.
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I guess if you've seen all my previous posts you'd not be shocked if I agreed strongly with this one.
Not shocked at all Chris
If recast (or any other navmesh/pathfinding) was integrated in everyone would have a really big head start on doing AI. We would then we would start seeing real graphics with moving pictures, instead of lots of nice oil paintings.
Yes it certainly would be a really big head start, a good selling point to for the engine. Whilst I do enjoy the great "still life" being generated, gameplay mechanics need a boost too, especially in the AI dept. Even as a "plugin" thats chargable. Torque do a Universal AI plugin for ~$40 its not "Fantastically Awesome" but something like recast/detour integrated into LE would go a long way to being the foundation for great AI in LE, and get some of these great scenes and wonderful characters being created by the community moving.
It's a shame that I'm not a blitz/C++/Lua integration wiz else I'd do it tomorrow. It just needs the right person to find the time and it could be done.
I'd love to help but you have already read my programming resume lol
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Currently I am blitzmax exclusively but I like to keep playing with C++
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@Franck : Thanks .. yes Recast integration would be good
@Kevin : The "spider" was made by ‘Psionic’
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Hi Chris, sure I'll give it a shot, basically each NPC is autonomous to the extent of simple collision avoidance a raycast left-forward and right-forward takes care of that. But then the NPC's would just scurry off into the "sunset" eventually. So a third raycast is made for distance to player to act as an anchor, if the NPC is too far away from the player then a course correction back in the general direction of the player is made. There is also a LOS made, if true then that's the heading the NPC will take. It took a lot of tweaking value wise, but turned out better than I thought. Still a WIP but one of the main objectives was to keep the code to a bare min.
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Yes, Welcome Dave.
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Dynamic lighting is usually dynamic, and baked lighting is usually static. I'm not sure what this qualifies as
Dynaked lighting?
Great idea, nice one Josh
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True, but I would like the option to be able to move onto a console.....
So how close are you to having a need for this?
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I got both, Shadow of Chernobyl (to replace my damaged copy) for £1.39 ($2.22) and Clear skys for £3.99 ($6.38) just before Xmas.. nice bargain I also picked up Alpha Prime not a bad little FPS for a whopping 59 pence( 96 cents ).. it pays to keep an eye on the latest deals ..
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Too late, price now back to full (£13.99 or $22.70)
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There's a crazy sale on Steam right now. If you haven't played STALKER yet, you can get it for $10:
Its gone up in price I replaced my damaged copy via steam two days ago .. cost me £1.39 ($2.22)
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The update will also have Marley's Ghost's Framewerk improvement suggestions.
Cool !! ... hang on, I don't remember making any lol ...
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@PIxel: well the way I see things now is I have all 3 I am not finding much diff. between the syntax and am switching between them quite happily, maybe this was because I was not too far down one road or the other, but I appreciate what it is you are saying.
@Mack: Warm ? Thats going to ruin my cold, frosty and downright hostile reputation lol
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Thanks for all your responses, it was never about what would be easiest or quickest to learn/use/Master though, I was trying to decide which would be best for the new functionality of 2.3 I have made a decision and I am going to use ......
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Hi Chris, yes I was following your work with Navmeshes and AI on the old forum, all very interesting and good stuff. I am glad its still ongoing and look forward to seeing more on this.
Don't you just hate it when that happens ...
in Marleys Ghost's Blog
A blog by Marleys Ghost in General
Posted
@Franck : No not Recast, the bug class is autonomous and contains collision avoidance and a "centre of attention algorithm".
@Josh : The bugs a class but the player is still a library of functions that I am still "playing" with. I was going to get on with what I did not do yesterday but I'd like to clean up the bug class and tie it into bug "creation" nodes that I can simple place in the scene via the editor so the positions and number of bugs are read from the .sbx. One problem is instancing, I have to have seperate models and scripts to prevent the "do for one do for all" outcome.
@Pixel and Dave : Thanks still very much a WIP but slowly coalescing.