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Posts posted by SavageDogg38
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Oh good - so we can expect it to be fixed tomorrow as in the 17th?
Because I think I saw he originally posted this on the 15th so I was expecting a fix today but still crashes on me - that's the only reason I ask.
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So pay extra attention then. Good to know. Thanks everyone!
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I have seen people do interesting things with shaders but I haven't done much with them. I have only played with a few OSL shaders in Blender.
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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++
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You seem to have a video up demonstrated their use at one time. What happened to them?
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I remembered in Unreal engine I was able to make a game in a terrain by deleting a few polygons, basically punching a hole in the terrain mesh. Is this possible in Leadwerks without doing any coding?
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How important is vector calculus in game engine design? Should I pay close attention to what I'm learning in this form of mathematics or is this something I wont us much in developing for this or any other game engine?
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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.
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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!
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Do you teach coding for standard addition, Lua and C++? I may be interested in a few hours with that aspect of the engine. I have the Indie version now but plan to get standard version soon.
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Was just in a quick level I threw together with the basic CSG and FPS player prefab and weapon prefab and still having the issue. I'm curious of this is a persistent and pervasive problem or isolated? Who here is running 64 bit Windows 8 as I am?
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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!
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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?
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Excellent! I did a quick google and search but didn't find anything like this. very thorough coverage of what I needed. thanks!
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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!
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My Top 3 List (for now):
- Performance Optimisations (both indoors and outdoors)
- Full CSG tool kit (carve, slice/cut, extrude, hollow)
- 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.
- Performance Optimisations (both indoors and outdoors)
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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.
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I'm getting the same issue but it just started today. Was fine yesterday. It doesn't say it every time I fire but sometimes during fire. I hear sound and see flask. Sometimes it is even after the sound and flash finishes. Happens in both debug and run.
Points me to the same place: line 230 in list...
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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.
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That was helpful to me as well. Seems to work well. thanks all!
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Sorry about that, but I was able to reupload to youtube with better success and made the changes in the OP
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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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Sure, I'll do all of the above. One sec...
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Sorry, seems Youtube is taking its time processing that video. Here is the first instance it happened for those whom may have missed it.
https://www.youtube.com/watch?v=pxQ98SDdk9A
As I mentioned before, I have the full Indie version - no scripts - basic shader provided with engine - just the terrain, object, two lights.
A few things in the works but not all in werks...
in Showcase
Posted
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:
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: