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SavageDogg38

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Posts posted by SavageDogg38

  1. Right now, I'm just getting familiar with Leadwerks and still have much to learn, so I haven't made much for the engine except for a few little things just to get my feet wet; like a stump, lamp, and house, and a windmill that's not textured. You can find images of some of those below:

     

    V2A0bFt.jpg

     

    07TdJcz.jpg

     

    You can see the models of the Stump and Lattern - and others - at Sketchfab - there are other odels there too that can be demanding on system resources so be patient with some of them if you decide to browse a bit more there. The Skulls are especially heavy on polygon count since they are sculpts and have not been retopologized yet.

     

    Stump and Lamp

     

    I haven't made much for Leadwerks; however, I'm always doing something in Blender. Last night, I was working in Blender making what I call "Evidence"

     

    Here is a turntable on Youtube:

     

    http://youtu.be/QHmtdaMxMwI

     

    Here's a bonus - a conceptual piece - for a game character I am creating:

     

    vs3pfP2.jpg

    • Upvote 5
  2. Actually, I'm very comfortable with vectors and vector operations like the ones you mentioned: Normals, Dot and Cross Product. I'm good with trig. I need work on my matrices but have had several classes using them though - I'm just rusty is all. It's the Del operator and gradients, vector fields like those in Maxwell's equations, that I'm studying now. Tough stuff too. Just curious how often that actually comes up, if at all, in game development because that's my major. Seems to be more sciency than game dev stuff.

     

    I would actually like to purchase the source someday so I could take this knowledge and work on improving the engine not only for my own games I may develop with it but for the community at large. Just curious how often it pops up or how useful it would be.

     

    IN class, there isn't much specific application for games. It's very standard and dry stuff.

     

    my biggest problem is taking the math I know and converting it to useful code. I need to learn C/C++

  3. My limit in coding is Assembly, 6502 and ARM, and C. One would think with C under my belt that C++ would be a walk in the park but it is not. lol. Assembly and C are very straight forward: You have your main program or start and you have your functions or subroutines. C++ has these classes and inheritances and all the jazz. So I'll be looking for some help with that and also how it applies in Leadwerks. The UI, so far, has been straight forward. But I'm sure I'll need help there too.

  4. Well, I want to get the full standard version first so that all the tools are there that I want to use rather than learning Lua alone and then needing to learn C++ again later. That will be a while - a couple weeks at least. I'll be in touch before I schedule any appointments though. I'll post here to check in with you before I schedule any sessions. Thanks!

  5. I don't have the standard version - yet - but I'm saving up for it and I hope to have it soon. By then, I should have the character model finished and animated so it may work out in that regard

     

    I will look into that option when I get it, and I also plan to regularly post updates on my progress. . Thanks!

  6. I have a character for my game - a playable character - that's a child carrying a balloon about that has buoyancy to it. Although I haven't tried to animate such an effect, I know that any such attempt would be futile: there are just far too many variations of behavior for such an object.

     

    I considered scraping it but it is an important factor to the game play; as the character evolves, he is able to use the balloon to glide further and uncovering more areas and is able to be lifted off to new areas and levels. He is able to use the balloon to maneuver about an enemy giving him an advantage over much larger and more powerful foes. Plus, it is a huge part of the story.

     

     

    I thinking the best way to go about it is to script the behavior but I'm not a coder so much as I'm an artist. The limit of my ability to code is 6502 assembly. Any suggestions? Is there an effect like this already in the game engine? Any likelihood of this being a part of the engine if it is not already?

     

    So far, I was able to find the following although it looks like greek to me:

    http://gamedev.stackexchange.com/questions/55152/calculating-buoyancy-force

     

    and this:

    https://software.intel.com/sites/default/files/m/8/2/5/2/8/7406-buoyancyarticle.pdf

     

    I probably could script the accurate physics but rather than taking up so much resources for such a simulation, especially since it is a constant throughout the game, I would instead like to fake as much as possible. Not sure how possible that it.

     

    Anyways, has anybody else explored this phenomena in Leadwerks?

  7. Just a question about creating collision models:

     

    Can the be made in Blender?

    If so, is their a particular naming convention the leadwerks exporter will except?

    Must the be convex?

    If so, may I have more than one and what would be the naming convention for additional models?

     

    Thanks!

  8. My Top 3 List (for now):

    1. Performance Optimisations (both indoors and outdoors)
       
    2. Full CSG tool kit (carve, slice/cut, extrude, hollow)
       
    3. Improved Character Controller

     

     

    One and Two are excellent requests. I haven't worked much with character controls yet but if they are lacking as you suggest, those I would too back up. I have noticed two the most but performance optimizations are always good.

  9. Something I could use many times already is better texture controls in UI on individual solid geometry such as simple scaling and translation of assigned materials. It would allow for much more use of solid geometry provided by engine too, rather than making pieces outside the editor. Probably boost performance too, I would imagine. If I had that then cooler CSG creations tools would be great. Those are the major ones - all having to deal with CSG. After that, I would vote for just prettier graphics like the visual effects you mention, physics, and particles are always cool but more flare than actually necessary for good game play.

     

    Never mind the bit about texture mapping - found it. So, yes, more CSG option would be nice.

  10. Driver is up-to-date. It hasn't reoccurred at all so I'm thinking it may have just been a fluke. Since restarting, it hasn't been an issue at all. Thanks all. Seems to all be well - except for the mouse deal but that's a separate issue, I'm sure. Thanks again!

     

    Both macklebee and aggror were able to confirm it must have been on my end. They got the files but could not recreate it even with my model so. Probably just something I did wrong.

    • Upvote 1
  11. For the sake of bandwidth, I kept it to only what is needed but if you need more, let me know. Here is the model folder with the house and material and texture files. Also here is the Map file and blender files and original texture.

     

    Edit*** Never mind, even that was too big to upload... I was able to send it through chat though. Seems the limt is a bit higher there. If anybody else requires the files, send me a chat and I'll send them over. thanks!

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