-
Posts
796 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Posts posted by Naughty Alien
-
-
..from my experience, development machines should be configured on such way, that content creation machines uses much power as possible..for programming part, you should do development on machine you considering low end you support in future. You should have several types of various machines for testing purpose (variant of low/high end rigs), but in general, programming should be done on low end machine, in order to fine tune up performance..
- 1
-
...i wouldnt be surprised if someone, close to that studio, did 7K pledge, to make campaign success and get rest of the money..Kickstarter cought this, just on time, as i can see from article..
-
Having puddles is something I really want to do as well. I don't think that this is possible with the water in Leadwerks.
..you can have this very easy..render cube map for each place you want puddles to be and you will have it near zero processing cost..
- 1
-
..game im working on at this moment is online procedurally generated, somewhat similar to what you asking for...here is some of the possible approaches, you may find interesting for your idea..
- 2
-
..well..i was pointing on small area, which would be related to particular effect..some sort of sampling should be utilized as well, to scale down amount of volume data stored in case larger area is needed to be covered, so lighting result will not be 100% accurate but it will be good enough and fast enough...
-
+1 what Josh said..blending would be best approach all around..eventually, you could extract from generated shadowmap, every point in the room and do a light visibility precomputed and stored in a volumetric data. This way you only need a simple texture lookup to determine the amount of light that hits the any dynamic geometry. On this way you get cheap and fast soft shadows for free over any form of dynamic geometry, including particle, of course, provided that you do not move or manipulate light, otherwise you have to recompute volume again..
-
..my apologize, but what BMax has to do with LE?? I know that version 2.x was written in BMax, but current version is done with C++??
-
..i like your prefabs..very nice ongoing work..
-
I see what you mean NA....you know your in a crazy place when you see pigs wearing sunglasses....Not you Josh, I was talking about DerRidda....
..i just noticed that tons of guys having those hats and sunglasses, and on the top of that, somehow, facial expressions on their avatars (which i knew from before), blended on to whole thing on such way that I cant stop laughing when i see any of them..now i noticed gamecreator and gamedeviancy got it as well and its hillarious ..hahaha .. you guys are sooo .
-
..hahahaahahah.. .. this is for sure one of the best forums i have been around..its just sooooo.... i dont know .. luv ya all.. LOL..
- 1
-
..you guys are hillarious..hahahah .. what is that 'fetish' with hats, mustaches and sunglasses ?? hahahaha..hard not to like this forum..always something going on
- 1
-
..im sorry for my ignorance, but what this player does ?
-
We could implement that in LE3, launch a special game mode that would raycast from top to down on the level and store hit point height in some big array. The complex thing is to calculate the shortest path from a position to another.
..that will not work well if you have tunnels or any form of layered geometry..creating instead, 3D volume grid in to which whole level will be 'sunk' and then simply dicard 'occupied cells' is way I did and its very fast and work over everything..size of search grid cell you could set simply by setting its parameter during creation..works easy, fast and over any kind of geometry..
- 1
-
..i never liked recast..very inefficient if map is dynamic and sometimes does produce results you are not expecting to see..what i have implemented is 3D weighted grid..fast efficient and it doesnt care much what sort of geometry you throw at it..
-
..actually he (YouGroove) seems to be rather interesting fella from art point of view, after exchanging few pm's..i think we will do some work together ..im wondering how many guys here actually, are same just maybe shy to do any exposure..
-
...online game im working on, is based on similar concepts (no human except main player)..interesting models you have..how fast you can model+texture??
-
To me, it seems he will waste plenty of precious development time, if decide to walk consoles while current system still require some polishing and tuning up. Chances are, he will lose momentum he has with current system. I think, not yet.
- 8
-
..this sort of things are usually much easier to control and get proper results with scene graph oriented (exposed to a programmer), rather then entity oriented system..
- 3
-
@Ameshi
..so you are not a Troll after all..hehehe..good, good
- 3
-
In other words, you are clueless OP, as you've proven repeatedly. Perhaps it's time to be the silent fool?
...i do not see one single reason, justifying use of such language towards someone whos, at least, curious about certain things, belong to this very forum and site..what are your credentials, sir, to call anyone fool??
- 6
-
..as Mac said..its about models used and properly set textures/ambient vfx..this is one of the LE2.x very very early shots, long time ago..but if you want, i can post some really neat shots from few projects I have used LE 2.x, which i never show here before..
- 2
-
Did LE2 supported LOD ?
..it is simply, different product entirely..LE2.x variant i was working with, had LOD implemented as well as many other features, LE3 doesnt have..however, as i said, LE2.x is more like a , SDK, which lets you build things you would require..outside of box, LE2.x didnt offered much as LE3, from what I see, but product difference is something what should be considered before any comparing takes place..
-
..LE2.x is more a form of SDK, which i personally favorizing over editor based engines which ultimatively, in my opinion, restricting you in to certain extend..so i guess, its a matter of personal preference, rather than what each system could do...also, im not convinced at all, by looking many examples here, that LE3 could deal with heavy load levels, as LE2.x is capable of..i do not have LE3, but from various reports i see, it seems it cant really push far with large worlds, populated with various characters, and for LE2.x, i was able to have quite large worlds populated with many characters, AI, etc..at reasonable speed..
- 1
-
..im still failing to understand, what is so big, fundamental problem here, so people getting frustrated on to personal level for no reason at all...far as i can tell, developer should know what media will go in to game, thus, have control over file size deployed with game..that will allow easy patching of already deployed game to players, instead of patching it with filesizes near HD capacity..in my very personal opinion, there is no reason to point at Josh as a author of the system, when we talk about 'easy of use or not' system..fact that he (Josh) complying for very bizzare requests I see here every now and then, is something everyone here should appreciate, because i would love to see any other forum where system designer willing to go route suggested by users, at such degree as Josh portrayed here...and keep in mind that complying for such requests eventually leading to some 'new problem of the century', not because system is bad, but because requests, which usually fall outside of scope what system really should do..just a thought..
- 3
is there an simple statement to move an entity from one vec3 to another - in steps?
in Programming
Posted
..here is smoothing function you can use..it will calculate one variable of your choice, which can be either angle or position, etc..
float New_Value(float destination, float current, float numberOfSteps)
{
if(abs(destination-current)<0.01)
{
return destination;
}
else
{
return(current+((destination-current)/numberOfSteps));
}
}
..so, in your main loop, you will just feed function with required data:
-destination
That is where you want your object to go. It can be X, Y or Z coordinate. For each coordinate use function with appropriate values.
-current
This value representing current value of your object position. I dont know how you capturing that with LE3, but this is value of current position your object is at.
-numberOfSteps
This value is number of steps your motion will take before reach its destination.
So, if you wanna move your object to new position, for example X=10, Y=100, Z=-14, in 30 steps then your loop should look like this..
//Loop Start Here
float current_X=GetXPositionWithLE3Command(MyObject);
float current_Y=GetYPositionWithLE3Command(MyObject);
float current_Z=GetZPositionWithLE3Command(MyObject);
float new_X=New_Value(10.0, current_X, 30.0);
float new_Y=New_Value(100.0, current_Y, 30.0);
float new_Z=New_Value(-14.0, current_Z, 30.0);
PositionEntityCommandInLE3(MyObject, new_X, new_Y, new_Z);
......
//Loop End Here
...
..this will give you nice, smooth motion (or rotation, depend what you want to update)..I hope this helps..