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Naughty Alien

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Blog Comments posted by Naughty Alien

  1. ..yes, this is very nice and this is way to go..on PS3, whole structure is stored inside database (if you using Phyre by default) so you accessing it trough very simple calls...i sort of, copied Phyre approach in editors artists using, so basically they dont do a thing but as a result just updating 'database' entry for certain objects they are allowed to access on our internal mainframe..very handy..good work, I like it

  2. ..full version will introduce very easy logic setup for all controls, switching, speed of animation casted over to controller, automatic animation play when character moves over certain obstacles (like you are running and small wall appear, then system will automatically play animation of jumping over with adjustment of controller), cut scene manager with auto sync with sound, etc..

  3. What is the source of the character you are using for your demo? I want to quickly test it, don't mind if I have to buy it somewhere.

     

    ..character is Heru, main character from my game Hidden Dawn..character u saw is actually LOD2 level, and because its going to be used in one of my games, I couldnt share it, not that im stingy :(

     

    Next library is controller control library, what will be blended with existing one. After that, everything will be ready for AI tutorials.

  4. hey MG, thanks man..later ill show how this library can automatically make character play certain animations during crossing over specific obstacles..like, you running, then small wall is in front of your character and once close enough suddenly, character plays jump over wall animation and continue running as it was before wall.. :( .. many features available..

    • Upvote 2
  5. Uncompiled Lua beats even Java in speed, so I bet it beats BlitzMax too. But then LuaJIT, the compiled Lua beats everything else, with a few exceptions like I described above.

    ..then i have to conclude that you havent seen well written Java or BMax code..

  6. LUA is very nice, and unfortunatelly, scripting language too, what is a major disadvantage, from my standpoint..also, as pixel said, for anyone who has slight idea about C++, LUA is not a good way to go..dont get me wrong, Im NOT saying that you cant finish game with LUA or anything like that..im not even saying that LUA is slow or anything performance wise..all im saying is that, from self investment standpoint, for along run, you stand better if you take C++ route (I say C++ because it was mentioned here, but when LE is in case, Im favorizing BMax all the way)...

  7. ..thing about tagging is not a solution because its not an obligatory, before user do post, therefore it is eventually going to produce mess up of massive proportions because everything will be mixed up with no info about corresponding language people may be interested in to. I agree about what you saying, that its very difficult and rather irritating to answer same question, at various programming forums related to specific language. I believe it was possible to sort that out by General Programming forum, where people can go and ask whatever they want, programming related, without any specific language in mind. I believe also that its much easier for you to watch over things now, but by visiting various programming forums on other places, I think this is not a good way to do things, because such approach doesnt considering customers who in majority, I believe, want to have isolated programming forums, related to specific language, but again, thats just my opinion. It is easier for you, but its rather confusing and messy for consumers, not to mention tutorials section structure, but ok. Just my 2 cents..

  8. ...i never said that game/component systems cant make a games...I was talking about dragging development of system on to side where game components are required by developer (while such components are more - less trivial), rather than flexible, powerfull, bugs free system, instant response to bug fixes and so on..

  9. This has no effect on the programmers who don't want to use it and a big effect on the non programmers. At the end of the day there are more non programmers than programmers out there who want to make a game and will pay for an engine that makes it easier and looks good too.

     

    ..that is very true..and at same time, most probably reason why from my side, commercial use of LE in general, will stop with LE2.x(maintenance of projects done with LE.2.x), because more and more im reading talks about LE3, more and more it looks like a bunch of 'black boxes' with 'input/output' wires you just need to plug and whooo..you have done it all..and if people finding LE2.x unfriendly, I assure you that they should rebuild their programming skills, because LE2.x is an easiest rendering system i have seen so far, commercial or not..as for people who left LE at this moment..i know few folks and i keep in touch on regular basis, and from what I can hear is not directly system itself but way things are developing/supporting, not actual use of system..

  10. This is a nice thought but if the tools aren't sufficient then most people won't be able to make their games. Which seems to be the consensus with LE2.

    ..from requests i was able to see by now, most of the folks here, doesn't asking for tools actually, but for plug n play components require none or a very little bit of coding to get up and running...thats why LE2 is 'not popular'..for instance, many times I saw people talking about 3rd perspective cam control, as a 'feature' in LE3..while i agree that such script/code or whatever you call it, be included as an EXAMPLE, i cant possibly understand such requests as a something whats falling in to a MUST category as part of feature set..its bloody 30 lines of code in LE2, and few examples floating already around, and still its an issue...reason why I mentioned this particular example is because, if 3rd person cam is a problem, I could list massive amount of several magnitudes more difficult tasks waiting out there, during actual gameplay structure creation..and im wondering are those things going to be required as an feature too ?? Are such requests going to slow down LE3 dev cycle and possibly bring LE2 dev cycle to stall totally? Bottom line is, if you wanna make your game, then, best approach is teaming up proggy-artist..if you going one man show, then do some effort and get hands dirty with programming, because at the end of the day, you are building computer application- program..simple as it is..

  11. .this is doable..first of all, you could determine what surface would be affected by..snow for example..that can be done by surface vectors (game loading time)..then, you will simply already have surfaces to be affected by snow..what would you do is simply create new surface out of quads with constrains of exposed surfaces from loading time, and deform their vertices in such way (runtime, gradually growing up) so it will look very very realistic and nice with proper textures..if you wanna ice at the edges, principle will be same for determining initial generation points as for snow part..it will be painted with different refractive shader and be in real motion/growth...easy and effective and VERY automatic..

  12. MaxScript is an example of script that is useful in an editor. You can add little tools, exporters, and dialogs. However, it is my hope that when Leadwerks3D comes out people will be focused on making their games rather than reworking the tools.

     

     

    ..E..X..A..C..T..L..Y.. 100%

  13. However, I think that once LE3 is out, we will see amazingly fast bug fixes and new request implementations, since he has then nothing else to take his time. I don't see any reason for LE4 yet, which would be probably voxel based, because there is no real GPU support for voxel based engines yet. Maybe it starts when idTech6 comes out.

     

    ..all that + maintenance of LE2.x what still has bugs to be fixed for ages ?? Man, I like your enthusiasm..really..

  14. ..mm..while that may be correct, such approach will never return shortest path, and it will be rather difficult to control alternate routes, in case you have many characters and path you loking for by trying to go left-right is simply..stuck..also, this will work in any shape/complexity of level, and I decided to go with this sort of level for tutorials because its easier to follow, but it will work just same no matter how complex is level.. anyway, you will see in next tutorial where some form of labyrinth is involved and elevated path surface. :)

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