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Naughty Alien

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Posts posted by Naughty Alien

  1. ..josh example is superbasic and supersimple one...basic use of light, even shadows disabled..i have used it over scene.gmf provided with old heathaze tutorial, just to make sure that im not delusional..here it is code..

    SuperStrict
    
    Framework leadwerks.framewerk
    RegisterAbstractPath(AppDir)
    
    Graphics(800, 600)
    
    Local fw:TFramewerk
    
    fw = TFramewerk.Create()
    If Not fw RuntimeError "Failed to initialize engine."
    
    Include "FreeLook.bmx"
    
    'load a scene
    LoadMesh("abstract::scene.gmf")
    'Create light
    Local light:TLight = CreatePointLight(5)
    PositionEntity(light, Vec3(0, .25, 0))
    EntityColor(light, Vec4(1, 0.5, 0, 0.1))
    EntityShadowMode(light, 0)'disabling/enabling shadows doesnt change a thing
    
    
    
    Repeat
     FreeLook(fw.Main.camera, .1)
    
     fw.Update()
     fw.Render()
    
     Flip(0)
    Until KeyHit(KEY_ESCAPE)
    End
    

     

    and its still looking same as before..it seems like creating some sort of rectangle with size of given light range and from each corner of that rectangle, sides are extruded..sort of...weird..

     

    here is result on given scene used from tutorials

    shotm.jpg

     

     

    also, just side note, doesnt matter is it used with framewerk or not, it does produce same result..

  2. ..hi guys..im wondering, whats causing Point light to have such artifacts over geometry surface..i havent use anything special, just simple CreatePointLight(), with some given range..it looks like some sort of 'cube' with sides extruded out..

     

    piczz.jpg

  3. ..hello EagleEye, and welcome to LE community :lol:

     

    ..ill try to reply much as i can and know about LE, so if i have missed something or lead you in wrong direction, ill be glad to be corrected by some other folks, and its all fine :)

     

    ..first of all, I think community here is very friendly and quite nice folks hanging around here, far as i can tell..so it will all work just fine, if you have some problems or issues with use of LE..as for those "language elitists", dont think too much..what does matter is end result, and feel free to make a note that Prince of Persia (old one on DOS) motion capture were done with text editor (EDIT) and photo camera, and output, animation wise, is better than 80% of games today in same genre (side platformer) :) anyway, whatever you like to use, use it and feel free to show to other folks what have you done, thats great :)..now, back to your questions:

     

    1) LE is capable for building nice landscapes and they are not BSP's, so i think LE will suit your needs just fine

     

    2) I cant say much because im not using LE landscape features, but i guess it should be quite easy to do in provided editor, however, folks whos using it, should give you more tips

     

    3) Newton is naturally integrated in to LE so its working all just fine, you will love it

     

    4) Far as I can tell, there is no built in GUI system, or if i can recall, it was attempt to build one in LUA or something, im not sure, so if im wrong, guys please correct me..

     

    Bottom line is, LE far as i can tell, doesnt fall in to category of a 'Game Engine'..but it does fall in to very very well organized rendering engine with all necessary attributes necessary for game development without plugging 3rd party stuff, and thats something what makes it VERY different from all other solutions you did mentioned..that also mean, you will have to write by yourself parts of game structure you need in your game, HUD system, GUI, AI, etc..but again, work is a lot easier because, as i said, all necessary parts for such structure development, already does exist within LE environment, so you dont have to 'plug this or plug that' to make it work..all in all, it is in my case, best spent money regarding this kind of software so far, so i super highly recommend this system...I hope this small description did make some sense and helps you :)..cheers

  4. ..C++ is a nice language for things where you cant find any alternative...im using it for my Phyre stuff and of course for more 'human' look and feel Im porting things a bit up higher (BMax) so its easier to digest(especially because of dealing with PSU...so, for things I needed with Phyre, there is nothing more simple than C++ available so thats about it..respect for language really..its quite handy...only reason why im not in full love with it, is a bit weird syntax, but again, its my perception and not bad feature of language itself...

  5. ..maybe if you could post some drawing of your ship, with vector forces drawn at points where they affecting ship for sake of control, i could help..I did similar stuff for canoe control in my game where canoe were affected based on real world control concept of canoe..

    • Upvote 1
  6. ..i absolutely understand you Red...only reason why I have moved away from 2.23 is nVidia drivers issue Josh mentioned to me, so I have moved to latest version..however, I must say that version 2.23-2.28 executing animations faster than 2.3x version...i dont know what is the reason, but same characters (just character, no other media or geometry present) and FPS is higher on 2.23 than 2.3x ... also i have noticed changes in AppSpeed() command in sense that everything worked in 2.23-2.28 doesnt work with 2.3x in sense that i dont have constant speed motion anymore..so..check drivers compatibility with 2.23 or at least tru to use s.28 (it has no issues if im not mistaken)..

  7. ..well..i havent try this command yet, but, it should 'top up' animation frame range i guess..having said that, once you build up your system for controlling complex animations, best way to do is to store animations given in some frame range in to a sequences, so one of them should be one added at the end of original sequence..but as I said..it was just guess..I havent try actually...

  8. ..while Xbox360 development sounds enthusiastic and 'easy', i assure you, that you will pass trough hell with M$ developer scheme and procedures to get license (if you get it as a small indie)..then coming payment for debug console and SDK what cost you approx 10 000 US$..and most important..to get started you will be able to have XNA framework(keep in mind XNA is not a game engine) and nothing else (unless you going to code from ground up your own engine with SDK)..now..if you look at PS3 dev license, whole thing to access is much more simple than Xbox dev, and its 5 times cheaper (debug console + SDK) and on the top you will get source code of Phyre rendering engine, used in many AAA titles, with ready to use plugs(physics) such as Havok, PhysX or if you wanna be totally free from licensing issues with previous two, Bullet, while any aplication done with Phyre is totally free for you, including creation of game Creation tools..only thing you cant do is, resel it as a your own engine ..then bunch of various games with source code + media provided in SDK done with Phyre make it realy nice. Top it with actual ability to do compilation on PC/PS3 out of box and ability to easy port to MAC and yes, even Xbox 360(tuts coming soon), making it a nice dev suite .. so.. choice is yours..

  9. ..lets assume that we have 1 character (no attached meshes, its one solid mesh)..now..lets say that given character mesh has 4 textures used for it..

    1) Hair only texture

    2) Skin only texture

    3) Cloth only texture

    4) Metal cover over boots (or anything what is metal, armor, etc, doesnt matter)

     

    Now..character is properly unwrapped and each texture is assigned to specific part of character mesh so its all fine..now..having in mind given situation, with given 4 different textures used, we have also 4 materials with different settings, but each of those 4 materials has to have skinning enabled...so, im wondering, since character is animated, and yet given materials covering only specific parts of character mesh, does this means that regarding hardware skinning, that mesh will be more expensive for processing on GPU (skinning) than same character but unwrapped for 1 texture, and used only 1 material for it??

     

    Reason why im asking this is something i came across with Phyre rendering engine, where in such situations, doesnt matter how many different materials you attach to one animated mesh, long as it is same Bone structure, so its not affecting skinning processing time..im wondering how that works with LE, low down on GPU..im trying to make my LE_Spit module but i need this info for sake of proper introduction in to 'translate' layer..

  10. Also am I missing something about your sig? You are a big Mac fan but your sig doesn't say anything about a mac computer. What's up with that?

     

    ..naahh..my sig is related only to what I use currently with LE .. however, i do use MAC's and have few of them..but its not like funboy thingy..i really do believe that MAC market shouldnt be ignored, especially because more and more of those machines are capable to run LE just fine..now..reason that Valve start doing such things is not a coincidence(remember, those folks thinks money), so Im quite sure, in some near future, way more games trough steam, going to appear on to MAC world...im quite sure its worth to go there, but again, its up to Josh anyway :mellow:

  11. That means no more normal maps, textures, or LOD. No occlusion culling, or any of that stuff. Just throw all your models in and run it. No tessalation no more sprites for vegetation. Wow.

     

    ..one of the features in upcoming PS4 system is exactly that..and real beauty is that all of this processing you can share between SPU cores and GPU..also new driver set coming what will make real rendering speed boost.. we will see ;)

  12. ..hmm...i have entirely missed that text exposed in 2.25..ehh..my bad then..theoretically there can be any number of bones affecting a given vertex, however 4 bones is usually used as a compromise between quality and memory usage. The more bones you have, the more data you need to store on the GPU and transfer per vertex.

    If you do skinning on the CPU, on the other hand, you don't have that limitation and can use more bones if you want, but trade off is loss of speed (and its ugly :mellow:) ..

  13. ..hi guys..i really like new look of website..however, while reading those general infos about engine, I have spotted that one of information said '..up to 256 bones per character, hardware accelerated..' now im wondering...is this correct because last time if I remember correctly limit was about 59 per character, sooo..is this ..correct (256 bones per character) ? Also, if 256 bones are actually supported now, is this only for SM4 cards because i know there are difference between sm3/sm4 cards regarding how many bones can be consumed per character..so, whats the official word about it??..any feedback is welcome..

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