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Blog Comments posted by Paul Thomas
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Very nice!
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Thanks Pixel
Yeah, I guess it keeps things interesting, lol.
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Great work as always, Ken.
Don't worry about long blogs man, I enjoy reading them, and I'm sure others do as well. It's actually one of a handful of reasons I keep an eye out on the blogs page.
I personally also keep a clear separation of definition between path-finding and AI. I guess it's just personal taste. Just as I don't consider the actual movement of an object as part of path-finding or AI, leaving AI simply to the definition of behavior and decisions; which also work together.
All-in-all you have the results you were looking for, which look flawless, and done at a quick pace. Kudos, man. I look forward to more game-play mechanics you create and the blogs to follow, including long one's (or "blooks" lol).
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Leadwerks 3 begins closed beta test
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
I highly recommend Macklebee and Marley's Ghost for closed beta invite. I believe everyone, especially the veterans here, would agree and know exactly why they deserve the invite.
Congratulations on moving to closed beta milestone, Josh.
EDIT: Throw Pixel Perfect into that list too.
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Great work and progress, Ken. Those thoughts are the same we all have to battle, just keep moving forward bud.
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Fantastic work man.
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Sure, it's in the process of being re-written for the 3rd time as a result of design lessons learnt along the way, my recent interest in Lua and my imminent team up for a new project (I'm teaming up with an artist who is not too concerned about my limited ability to commit time wise). Once that's completed I'll add an overview to my blog.
Great, I look forward to the overview.
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Working with Paul and Lucky are polar opposites so that don't wash .. thats what you meant right.. Paul .. right.. Huh?
lol
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Thanks Pixel. I'm trying to have some time to work more on it tonight. I'm slacking behind but it was expected. I want to work more with Lua, expose more of the framework to Lua (anything that is useful) and continue doing what we're doing. Mack is basically building a framework out of Lua (using "engine.lua" [now configured in engine.ini]) while I'm hardcoding specific mechanics. We'll eventually see how well it meshes with Lua but it should be good.
The "actors" idea is actually adopted from PhysX and it's just so it's easier to deal with objects in your scenes. Once you have easy access to any object in the scene you can begin flexibility and game-play mechanics. Overall it's just a helper though or a type of caching.
I would be interested in learning the structure of your engine, Pixel. If you didn't mind sharing. Would be great to see a blog on it.
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lolol
Well, I haven't had beer in a long time, I wouldn't mind having some myself. I don't mind sharing lol.
Definitely is a great boost, both of them are what they would say "jack of all trades," they would also say "master of none" but I would say "master of some." A lot of skill from those two. Though, I think MG just gets lucky
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Fantastic work and a great read. Would be awesome to play a demo.
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Nice job, Andy, that's looks great.
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Ah, thanks Rick.
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Blog Update:
I've been spending time organizing the classes, preparing to share with LUA, and DLL. Figured now while it's early. It may be too early to provide much to LUA or DLL. In any case, soon it's time to move on to actual actors (camera, terrain, volumes/triggers, etc.), after I finish with meshes.
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That made my morning man, lol. I love this stage when you're throwing a concept together, you end up with the most hilarious results but you have the feeling of AWESOME going on, like you just made the next blockbuster.
That aside, you were asked, you delivered; next. Good job.
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Sorry ... but who are you?
lol
Paul's been around a long time, he just has a fancy new avatar.
Awesome, it's now fancy. The last time I made a new avatar you said it was emo. I guess this is an improvement. Granted, I stole the overall style from Assassin's Creed. I can't help it, fantastic storyline, awesome era, great art, beautiful mechanics and AI.
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Great series, Flexman.
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EnumDisplaySettings()
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Almost finished my own text editor
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How it seems you're doing it now, with your desired results, you should just keep going with it
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Leadwerks Levels Up
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
I was wondering who stole my keyboard.
Kidding aside, congrats Josh, a huge step forward for Leadwerks.
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Not to mention to be used to also make triggers
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_diff
_norm
and sometimes spec is in alpha of diffuse or normal
SALVATIONLAND - Update 1.5.2, English Manual and future plans...
in SALVATIONLAND
A blog by Antropolis Games in General
Posted
Wow! SALVATIONLAND looks great! I will purchase today along with Cyclone!