Jump to content

SavageDogg38

Members
  • Posts

    59
  • Joined

  • Last visited

Posts posted by SavageDogg38

  1. In other 3D application and engines, there is an option to change pivot point from element to world - a functionality that I think is fundamental. In Blender in particular, you get the option to rotate around individual origins, which leadwerks seems to have, median point, which leadwerks doesn't have but I think should, and several others like active element and cursor, that Leadwerks doesn't have. Most of those are unnecessary, but I think Leadwerk's should at least have median point *or* world center so we can rotate or scale objects in unison together. This is especially nice if you have already scaled things and have them in an orientation you like, but just want to rotate them together a little. As it is now, we must rotate them all around individual origins and then replace them. If you have a lot of objects, or have textures baked with shadow maps, it can be very difficult to do, and kills lots of time.

     

    Thanks for your time.

  2. Thanks guys - yes, this is definitely something that should be implemented. I have used a lot of engines and 3D Creation software and I was a bit confused about even asking the question because I thought this was something that was nearly mandatory. I thought I was losing my mind when I couldn't find the option - lol. Yes, going to recommend it now. Now my level must be remade from scratch because it is lacking such a fundamental option, I feel. I'm not too far in though. I should be able to catch up again soon. Thanks again!

    • Upvote 1
  3. Is there no option to use global pivot point to rotate objects or even a collection of objects by a single unified pivot point? I see the option under edit for global and local coordinates but I cannot get a group of blocks to pivot around a single pivot point - preferably world center. I want to swing the entire world around. It is a side stroller but I wanted the direction into the screen to be my Z to fit my scripts. I suppose I could change it, but it still would benefit me to know how I can change pivot points for objects or collection of objects. I've tried to Google it but couldn't find anything.

     

    excuse my spelling - bad keyboard - plus I'm not the best speller

  4. Hey! Thanks! I finally caved in and got express but I will definitely look into that as well. I had no idea they had options like that for students. I was able to get a discount on Autodesk for school. I just had to show vidence I went to school is all. I also got a discount with Sketchfab too. Seems a lot of places offer something for students - and we need all the help we can getting. Hard to make money while in school full time to qualify for grants. Thanks again.

  5. Yes, I too hope they make it. I think it's promising if everything works out. I know they have made things like this before that didn't fair too well, but I think it was mostly due to bad execution rather than a bad idea conceptually. They made a pen that was quipped with IMU and was used for modelling and sculpting, but it just didn't take off so well. Only time will tell.

  6. I've worked with gyros and accelerometers - 6axis, these are nine, I think, which should be even more accurate. They certainly can be accurate enough to do motion capture. It's the same thing they use in Wiimotes - just one - and it does very well. The problem is making them affordable. The one's I have used cost around a hundred bucks for just one IMU. You can get one at radioshack for 30 but it isn't very good it's just an accelerometer and not very accurate either. However, Wiimot has an excellent one and look at the cost of the Wiimote: still expensive but not nearly as much. There is probably something to mass producing them to save on cost of material by bulk buying. So, it's possible. I've done motion tracking with Blender, object tracking, and it is such a tedious task. I can see these being very beneficial if done right. They certainly have the ability to do the job faster and easier.

  7. Just my recommendation for creating quick materials with Blender for the Leadwerks engine. Making th materials quickly is easy in Blender. Using them in Leadwerks is also very easy. The bottleneck lies in the exporter and here I reason why in the video. I also encourage anyone to try my technique for crating materials - good looking materials - quickly instead of using images online. With blender, you can create fast seamless textures.

     

    http://youtu.be/C_gc4mqpUWk

  8. You are right. I don't know C++ but I like C. I still get a certain satisfaction with assembly that I just don't get from the others though. Something about logic circuits doing their thing, moving bits around. I just like it. I Still program the commodore although I use Sublime Text with Kickassembler now, but I have also starting ARM assembly on the Raspberry pi now too. I just like it. In fact, it is probably why I like C more than the others: because it still gives me some of that access to memory and bytes.

  9. I tried it - sorta - I went to install it but it downloaded like 40 gigs of **** and counting and filled my 128gig solid state drive. I had to stop it before it filled my solid state; although, I have a Terra on disc. I don't know. I may give it another go. I just hate Microsoft so much - lol. I hate using it at all but school says I need Max and PS so I have it and never bothered with another partition or anything like that. I just want to get OpenGL working is all and I got SDL working in MinGW so so far so good. I'm hoping to get my hands on Leadwerks source someday - fingers crossed - so I'll need to give in sooner or later and get VS but... no rush. I still have a lot to keep me busy yet.

     

    What I'm trying to do is learn to make shaders and learn how to make stuff like your megatextures. I want to do that kind of stuff along with what I already do which is very art oriented. I want to get well-rounded and learn to code too. I want to dig into the hardware with assembly and fine tune things. That's the plan, anyway. I still have a long way to go yet though so - yea.

     

    I was actually looking at voxels. I think those are interesting. I wouldn't mind working on something like that. Anyway, I'm rambling. Thanks for advise. I'll look into it again.

  10. So, I have an idea about a way I may speed up a game a bit but wanted some feedback first. It's nothing new. It's a technique that can be used to save the hardware some strain by prerendering the lighting(light or shadowmaps) of an area of map or model - for instance with Blender's Cycles baking - Bake it to UVs and import it into the engine - such as Leadwerks - with a shadeless shader and now you have a good looking game that runs fast; however, all those nice specular reflections are lost because you cannot render those things because the perspective of the player always changes. Maybe it is good for something at a distance where the eye doesn't travel to much to cause a change in parallax, but up close, you cannot have specularity , it may still look good, but something is missing: the specular highlights of the walls. It also makes using normals map moot, so those details are lost.

     

    To my question. Is it possible to have a shadeless shader - no diffuse shader - yet have specular and normal maps? Is it really saving any cycles?

  11. Nice! I loved your creativity with implementing the dynamic Megatextures. That was a good read too.

     

    I wouldn't know where to start with that stuff though. People think I'm crazy doing assembly still for my C64, but these computers these days - now that's crazy. I figured using all these APIs - often old APIs - wouldn't be the most wise way to go. I guess I gotta start somewhere though.

     

    I just wonder where I should start though: from the bottom with assembly and hardware or from the top with scripting languages interfacing yet another mid to high-level language. Honestly, I have an easier time with assembly, I'm always making progress, but the progress is slow and getting results is so tedious and discouraging - but I am getting somewhere with it though. From higher level languages, I sometimes get great results and fast too, but mostly pull my hair out with all these APIs.

     

    I cannot afford Visual Studio so I use Code::Blocks on MinGW - gotta have windows for school even though I prefer Linux - and GLUT wont work. SDL does work though but not a lot out there in the way of tutorials for OpenGL in SDL. It's all Glut.

     

    I'm liking Lua though. I've never used it before. It's an interesting language. I suppose I should just stick with that and do art, but I just cannot help myself form trying to peek under the hood.

  12. I can recommend some great books but not so much in the way of videos. One guy I like is PatrickJMT on Yotube. There is always Kahn Academy, but I think he can lead you astray bcause I really don't fel he is a good teacher. Nothing specializing in Games though; although, there are some great places online that give good tips and tricks and misc. tutorials. Google "Game Dev sites and blogs".

     

    Now, back to books. I know a lot of great books. One in front of me right now is 3D Math primer for graphics and Game Development, and it is good too. It sticks with C and OpenGL and is heavy on the general math used to manipulate objects in game, which I prefer. Another is Essential Mathematics for Games and Interactive Applications - another great book which is a little heavier on the different technologies out there, and a little less focused on the Math in general and more on how Math applies to computers and logic and different tchniques. Both of these books are very advanced - very - but fantastic books.

     

    Any Book by David Eberly is good but again, kinda advanced. An easier book that touches on the math is Beginning Game Development with Python and Pygame. It was one of the first books I read and I was able to make a lot of cute little games very quickly. I highly recommend it for the beginner that wants or even needs some encouragement in getting started because it produces results so fast. That said, you wont get far with it. You aren't going to make a AAA title with pygame. It does have som OpenGL though, but mostly Pygame oriented which is like SDL for making sprites and basic stuff. That brings me to Programming Linux Games: A great book on SDL and a good introduction to all the packages that go into a game.

     

    If you don't know computers, a great book is Code: a great precurser to the books I mentioned toward the beginning. It teaches you the basics of computer logic, how math is done from an electronic circuit perspective. I used that book to make my Minecraft computer you can find on my Youtube page - see my profile - It's a great book and will give you what you need to continue on to the harder books like the Math Primer for Games and Math Essential for Games which are the cream of the crop. Code - get it. great book.

     

    What else? I guess, in the end, they are all great books and you'll learn a lot, but more than anything, you just gotta get in there, get into the app you want to learn, and just freakin' do it. But the books are a good option to broaden your horizons. Good luck.

     

    My computer from reading Code

    https://www.youtube.com/watch?v=C-PXjdKfEZ4

    • Upvote 2
  13. Very nice! Thank you! Any news on whether or not we may get some kind of UI with the option to select between brushes for sculpting terrain and perhaps painting as well? Noticed the pain brush has some sort of noise attached to it when painting. Would be great to have more option in that regard as well as Wacom support. If it does have Wacom support, it aint great.

×
×
  • Create New...