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Image Comments posted by reepblue
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I can't wait to start playing with the lighting in the new engine. It wasn't that intuitive just using code.
I'm also looking forward to actually using as much lights as I need instead of limiting myself because of performance.
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Thank you! 💙
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Almost 10 years and I'm finally getting it! 💙
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Oh wow, it's a real editor now.
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40 minutes ago, Josh said:
I made an "Add Component" button where unity users will expect it to be. I don't have a lot of strong opinions about how the component system should work, so I think just giving them what they are expecting to see is fine.
Yeah, I should know how to attach one just by looking at it.
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How would one add a component? I feel like there should be buttons to add or remove a component from the entity in the side panel.
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Let's go!
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I was under the impression that that selection method would just turn it red like it did in Leadwerks.
This would be really good for items and pickups like in Left 4 Dead and such.
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I would lower the intensity, and maybe try/allow different colors. Otherwise, this will be handy.
Will this be a part of the engine SDK? I would like to simply highlight entities with one method and a few arguments,
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It would be really useful. This way I don't have to make a throw away application to look at someone's model.
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Glad to see this again!
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11 hours ago, Josh said:
So this is a native Linux app, and the window appears on the WIndows desktop?
Correct. WSL has the ability to draw x11 (Maybe even Wayland) to the Windows desktop. It took a bit to load, but it worked as expected. I wanted to try this with UAK since I knew it makes x11 calls directly.
I probably won't use this for game development but WSL has been really awesome for testing code compatibility for my libraries. I can now make my build scripts all in bash and it'll all be the same on Windows, Mac and Linux.
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Knowing aiaf, it's probably native Linux. Cyclone runs perfectly fine with proton so you can't go wrong ether way.
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Nice to know I'll not need to create my own glass shader next time.
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Those screenshots are tiny!
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Glass in Leadwerks was the biggest achievement of this project.
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Nevermind, I'll be using an inexpensive color grading effect for the final release.
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1 hour ago, Josh said:
Are you using SSAO?
I don't include any post processing by default to ensure maximum performance. (I also really don't like SSAO.) It's just lights and the GI probe.
There is a json file for users to load their own stack of shaders - similar to Ultra Engine.
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Ahh yes. Real ambient occlusion.
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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.
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An "Export Texture/Material" option should be there under the File menu. ?
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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.
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21 hours ago, Josh said:
My design is actually based on my observation of European washing machines. Simplicity is overrated. If the interface is not a little bit confusing at first glance, people will think iti is not very powerful.
Idk it looks straight forward to me but I've been using Leadwerks for like 7 years.
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Be sure to support a run command for loading full scripts with error catching!
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Grid Everywhere
in Screenshots
Posted
Hmm, I would have to try it before saying anything but this reminds me how I used to get a scale reference when I started making Portal maps. I just used the floor and wall textures as a grid because the textures were uniformed.
It would be cool if the vertical grids were only visible up close, looks very noisy when drawn far away.