Jump to content

RygtY

Members
  • Posts

    31
  • Joined

  • Last visited

Posts posted by RygtY

  1. Ok I've read this thread from top to bottom and Josh tell me if this is correct...

     

    You want Leadwerks to be the a very "bang for your buck" game engine and to the best of your knowledge decided that Substance integration doesn't have that much bang to it relative to other features, thus putting on the backburner.

  2. I have a good idea so far as to how one can implement a system of status effects.

     

    But in the special case of status effects that do healing over time or damage over time, I am somewhat stumped.

     

    Probably because the buff it isn't just modifying character stats, but actually performing the action of hurt or healing a character, which is something I can more easily understand if it was a player or NPC firing off such an event.

     

    If you can help me in anyway, please try to give me an answer in a language independent manner.

  3. So the real question is how to apply the water shader to a geometry. Yeah, that's on my "To-do" list as I want contained goo pits in my game. I have no idea how the water plane reads the texture, and the shader looks confusing. My only theory is that the engine makes a new material, applies it on a plane, and releases the material. It would be nice to have a .mat file of water for situations like this if that's the case.

     

    Don't forget the physics. In addition to looking like water, things must float on top of it as well.

  4. How about just using a model.

     

    Something like this.

     

    http://www.turbosquid.com/3d-models/obj-paddling-pool-water/922780

     

    Not free but you get the idea.

     

    Ok perhaps I should've elaborated some more.

     

    The Source Engine's Hammer editor allows map makers to create a cube of water. This allows for the map maker to create bodies of water ranging from oceans to rivers to swimming pools. Said swimming pools might be located at different heights as well.

     

    As far as I know Leadwerks can't do this yet.

  5. I know right now we have a universal water height variable. but what if I want to create a scene that has a dunk pool in it like the ones you would find in a carnival or fair?

     

    As far as I know there is no way to make this happen given what Leadwerks has at the moment.

  6. Hi

    here what i did for my game (still in work...)

     

    as Josh said and depends on the precision you want ( i put a pivot each loop):

    1) put a pivot where the car is before starting

    2) once started first loop calculate the distance between the new pos car and the pivot and substract the distance to next waypoint

    3) put the pivot where the car is now and calculate the raced distance and you have the first position car

    4) keep a track of the distance by car to calculate the entire track

     

    it is tricky because if some car goes far away very speedy it will be the first by pure raced distance but with the waypoint distance substracted, it is more accurate.

    something like this working good for me though.

     

    I really cannot read things in the list that you just typed.

     

    Could you please say it again?

     

    EDIT: Sorry, I've noticed that you are from France. If possible could you post the same concept but written in French, so that there is reference to translated from.

  7. For a properly equipped studio 2.5k would be a decent price to pay per machine per person. If you really do not have enough money to spend on PCs, a BYOD (bring your own device) scenario wouldn't even be a bad idea. You can then really go all out on one single computer with those 2.5k and set it up as a server for compilation and rendering, maybe even to provide the whole desktop remotely.

     

    But that machine you linked to? Every coder worth their salt would turn on their heel and leave the moment they saw it.

     

    Ok what about one of those Gigabyte Brix machines?

     

    More specifically this one.

     

    BTW I did consider the use of a "server" to compile and perhaps I should've mentioned that near the start of this thread.

  8. That's overpriced and while it is good enough to write code, compiling it will be a pain.

    What is your budget limit? I could try compiling a list of parts for you. PC assembly is so easy a monkey could do it.

     

    Hypothetical scenario involves 4 PCs.

     

    Two machines are for modeling, artwork, and audio editing, and the other two are used for coding.

     

    If I really wanted to be a cheapskate I would ask every programmer (including me) to bring their own laptop.

     

    My current calculations place the cost for these four machines at a total cost of around $2500 (not including shipping fees, taxes, and cost of assembly by a third party). If I am being far too miserly, please tell me how much one ought to spend.

  9. This pool is great, Josh, you should create more Pools to see if what your customers want align with what you plan to do wink.png (just saying)

     

    Other Problems posed by RPG is that there is not just 1 kind of RPG, there is OpenWorld, Staged, Action, Racing, Plataform....almost anything can be turned into RPG, and i guess what most people have in mind when they think of RPG is TES(the Elder Scrolls), NeverWinter, The Witcher Series.

     

    So by having Modules that can be added to existing project you don't really need templates, you just need logic add-ins (now i am just talking out my...) so we could have some check boxes when creating a project stating what we want in, example:

     

    I want to create a Racing Game with RPG Elements (Inventory, Experience, Powers..) but also the ability to make it a 3D Platformer (think of a Transformers Racing RPG). if i use single template, i would not be able to accomplish this easily, but if i have the ability to just select what elements i want to work with from different templates this should be easily achieved.

     

    PS: sorry for the mental diarrh...

     

    isn't the point of Leadwerks to provide a tool that has a high potential, but not necessarily high ease of use?

  10. I just wanted to know just in case I might decide to start game dev company.

     

    I know for coding one doesn't need much, at most it is a fancy IDE and git, so the hardware can be rather run of the mill or even from the previous decade.

     

    But for 3D modeling, one needs to have a machine with a graphics card that up to the task of rendering lots of polygons and baking lots of textures.

     

    So I want to ask some of you who work in the industry, how much does the modeling computer cost in comparison to the one used for programming?

     

    P.S: Forgive me if I am mistaken in certain aspects.

  11. I do not keep a roadmap or make promises about features I have not implemented yet.

     

    My blog discusses what I am working on and is updated frequently.

     

    Mr.,

     

    If I may ask, how many people work at Leadwerks Software? It sometimes feels like you are the company and the company is you.

  12. I agree only having a universal water height is going hinder certain level designs.

     

    What if I want to create a map where there is a river that contains a waterfall and small pool at the bottom of the waterfall?

     

    The waterfall itself could just be particle effects, but I like for the river and pool to be defined as water areas where the player can swim and for physics objects to float.

  13. A standard trait found in all known RTS games is the ability for the player to select a character or object.

     

    I understand that this engine has the Pick function which more or less performs the act of selecting an object, but I am not sure how one should draw a circle on the terrain on which the object resides to show that the object is selected.

     

    I booted up my copy of Warcraft III as well as some other RTS games that use a 3D engine and found that the circle conforms to the surface of the terrain. That means that the circle most likely a non-repeating texture that is only draw on the terrain when a unit is selected.

     

    I looked up the Textures section of the documentation, but I am still rather stumped. I would really appreciate it if someone could explain how one should go about implementing this feature.

  14. I'm not sure if this is a bug but the SetMousePosition function that takes in three parameters, the x value, y value, and z value, does not properly set the z value of the mouse position.

     

    One can test this using this code snippet.

     

    self.window = Window:GetCurrent()
    self.window:SetMousePosition(50.0,50.0,10.0)
    System:Print(self.window:GetMousePosition():ToString())
    

     

    The z value still remains 0.0

  15. Ok so I've decided to make my own project to practice on learning how to use the engine.

     

    In the sample project 'MyGame', the camera placed using the editor had wireframe showing the viewing frustum.

     

    But in my new project when I add a camera using the editor, the frustum is gone.

     

    How do I make the frustum reappear?

     

    EDIT: Huh I restarted the editor and the camera got its frustum back.

×
×
  • Create New...