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reepblue

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  1. reepblue

    Voxel raytracing

    What I like about this implementation is that the shadows here are not pitch black unlike if you were to recreate this shot in Leadwerks. Hopefully this means you can set the ambient light for indoor scenes to black and let lights and GI do all the work.
  2. reepblue

    VXRT Progress

    What's the perks of doing this? Would we be able to hide shadows on a per entity basis this way?
  3. reepblue

    VXRT Progress

    Also you can tell were 2 volumes meet/overlap. I never felt it did radiosity as well as precomputed solution like the rad tools in Source. You had to crank up the brightness to the max to see texture lights look like they are emitting light which made everything else washed out.
  4. reepblue

    VXRT Progress

    Leadwerks had like very weak light bouncing. I have to set an ambient light color for my indoor scenes inorder for it to not look too dark without using hundreds of lights. The correct way for this should be to use a black ambient light and let the bouncing of light do all the work. Really hopeful that UltraEngine fixes this.
  5. reepblue

    Unpacking a model files

    An "Export Texture/Material" option should be there under the File menu. 🙂
  6. reepblue

    Asset Editor with model

    The right panel doesn't seem to make sense with models unless it's talking about the texture that's being used on the model? It would actually be nice to be able to view/edit an assets model, material and texture without changing windows. Being the engine loads gltf, I think it would be the only way.
  7. View this video Description Steam: *Coming Soon* itch.io Page: https://reepblue.itch.io/cyclone Discord: https://discord.gg/Hh7Ss9fWaW Blog Post about it: https://www.ultraengine.com/community/blogs/entry/2732-leadwerks-fmod-studio/ This video shows basic implementation of FMOD being implemented in Cyclone/Leadwerks Game Engine. It's still a work in progress but the groundwork is done.  
  8. Steam: *Coming Soon* itch.io Page: https://reepblue.itch.io/cyclone Discord: https://discord.gg/Hh7Ss9fWaW Blog Post about it: https://www.ultraengine.com/community/blogs/entry/2732-leadwerks-fmod-studio/ This video shows basic implementation of FMOD being implemented in Cyclone/Leadwerks Game Engine. It's still a work in progress but the groundwork is done.
  9. Cyclone was shaping up visually, but I was getting feedback about the sound implementation not being so good. I previously created a script system that defined all my sounds under profiles. This was a step in the right direction and made it easier to tweak sounds without recompiling code. However, no matter how much I played with variables, I never was able to satisfy the complaints. After I showcased my first gameplay trailer, I decided to finally sit down and really understand FMOD. I was really overwhelmed at first as I was looking at the core api, but then I was suggested to use the
  10. I like it better like that. Just remember to implement resizing of the pan.
  11. I recall some X apps not working under Wayland. Hopefully this has been fixed.
  12. I there was the correct way of doing this on this form. I probably should write a blog to centralize the information.
  13. Didn't 18.04 try to make Wayland default? Only thing I can think of and that might have been for a beta.
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