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Naughty Alien

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Posts posted by Naughty Alien

  1. ..hi guys..i would apreciate if you could post informations about various 3D maze games, you know about, considered really good..some video links with gameplay of such game, would be highly apreciated..thank you in advance..

  2. ..well..you could have plane between your terrain and your camera then raycast from your player against the plane. Then lighten raycasted hit point area's vertices/texture alpha transparency UV based. If you want to avoid raycasting, you can then use bunch of bounding boxes, you have populated over whole surface of your world so, once triggered, lighten up vertices/texture alpha transparency UV based, on the top of triggered bounding box. So, entities (NPC's) outside of already triggered bounding boxes will not be rendered(hidden)..something along this line will do trick..

    • Upvote 2
  3. All I can say is, oop helps a lot when code structure become large. It is very easy to debug or maintain large code base and patch it, if it is oop based. I came to conclusion, that procedural programming is incredibly efficient in cnc and robotics programming. Bottom line is, programs could be written in either oop or procedural way. Only difference is that code design will be radically different, so, whatever suits best, given project, ill stick to that. Personal preference over code style, shouldnt overtake best way to do things on given project. Also, I figured out that in certain situations, mixing both styles is incredibly good.

    • Upvote 1
  4. @YouGroove

     

    ..90-95% of game written by any engine, is your code, remaining 5-10% belong to actual engine calls..once you understand that, you will get clear picture why for you every single system has 'flaws'..I am using LE2.x, and only part i use is renderer..everything else is replaced/rigged with, in my opinion, better solution..having said that, infinite terrain add on for LE2.x is in my opinion, considered as a 'easy task', compared to some other things you will for sure, hit in game development cycle..also, those LE2.x demos are something i do not know about, but im very sure its highly non optimized and runs 'as default'...its all a matter of making your hands dirty, as a programmer, or not...im right now, as we speak, using LE 2.x for speed and processing wise, very intensive application (Mitsubishi Evo Interceptor sumulator, with force feedback on car chassis, full 360 degree visibility /32 synched screen panels/, hydrauliucs feedback, etc, for police department here, and it can be networked up to 16 simulators)..so far, LE2.x rigged with bullet and few other libs i wrote, blowing away everything else i have tried..I did redo pretty much all shaders LE 2.x has by default, but thats part of the job, you should take as a programmer..

    • Upvote 2
  5. LE2.x , in right hands could blow away engines with price tags scoring 6 digit numbers (on PC), LE3 cant do it..

    Hummm , i'm not sure of that, because LE2 lacks on some areas of big world scene management ( terrain chuncking, world streaming etc ... ) . Yes LE3 has big potential if things go on the right direction (serious bugs to fix, editor attention, new features).

     

    ..well..I am very sure it can do what I said, as I used it and fill it up with things I needed to achieve certain tasks....and by observing all of your posts ever made, I believe you will never find engine of your choice because, as i can see, you simply refuse to do any programming work, and expecting things to be done by 'button press'..well, thats not going to happen...as for LE2.x, its one of the most powerful rendering systems out there, and as i said, in right hands(means programmer want to make his hands 'dirty', do some work), output results could be literally same as xxx xxx license engines, considering PC as a target..

    • Upvote 2
  6. ..if you want success in either one, game design or programmer in game dev work, im afraid you have to let go, most of your social life, and spend some really lonely time, figuring out tons of the things, looking so simple and fun, on the first sight..thats the hardest part..once you walk trough that, things could eventually turn to be very nice and fun to work, if you and your team, survive by then, in such harsh business environment such as game dev..

  7. ..graphics on this video is not up to knees of PS3 or Xbox360, not to mention muscle PC..mobile game market is proven to be a very expensive way of doing games for me and my studio, with income not worth spending time for, even such income may be ok for single developer..and having already experience on the field, where PC only, does great job for me and my studio, Im more than confident that consoles (particularly PS3/Xbox360) and PC (Win/Linux) are way to go..

  8. congratulations on released game..ill be supporting it as it has intention of utilizing its profit, beyond personal interest,for supporting something really noble..i admire such things..

  9. @ Red

    Thanks man..graphics card on first 2 pics from the top is Intel GM 45, and new system hitting 40 FPS on given scene...quite good..last 3 shots are LE 2.x and card is nVidia GTS 450..if i run same scene on system used for first 2 shots, its peaking up to 600FPS..

     

    @Mumbles

    Yes, you are correct about London Underground roundel..that particular part of level is under repairing right now, so it will be no collision with any trademark thingy smile.png

  10. That looks very nice. LE2 renderer still or changed?

     

    ..i have changed renderer, but last 3 shots are LE 2.x..engine command set is identical so im testing both, low end and high end hardware (LE2.x)..as i said..dev shots as its under testing now..

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