xtom
-
Posts
365 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Blog Comments posted by xtom
-
-
Just gave it a quick test go, pretty awesome.
-
I get lowest fps of 10 and up to 100fps depending on location. AMD APU 5800K / Integrated HD7660D
The current noise/flickering on distant trees does detract from the look.
Edit: so if the camera position comes to a standstill the noise stops so might not be a big deal in a fps game when you are walking vs standing still. I notice too on some of the hill sides the grass floats above the ground level quite a noticeable amount. Looking great overall though.
-
Could something like this fade effect be used on model view ranges too? It could be nice to have especially for the far and medium view range settings.
- 3
-
I think don't have any helmets, headphones or tech or their heads or anything that looks like it ties them to a particular military or role. Probably the more mercenary they look the better.
-
Hmm ok, definitely not the helmet guys. I think the balaclava guys will probably be the most flexible so if I had to pick a set I'd pick set 3, cos the hat guy would be kinda cool too, although the balaclava guy in set 2 looks good too.
-
I was looking at Poser Game Dev and Morph3D. Both seem to make it easy to get good quality custom characters with anims into a game. So you can easily change character size, clothes, hairs, add anims etc. I've only looked at some vids, haven't actually used them but something like that where you can select presets and tweak to get custom characters is a major time saver. Modelling a high quality character from scratch is only something an experienced character modeller will be able to do in a time efficient manner so I like the idea of these character creators where you can piece together different characters to suit your game.
-
The lego packs sound like a good idea. Overtime release small quality dlc packs and each pack contains enough for a small story/mini game.
So for example the lego police set, you could have the poilce station but instead of it being one building make sure it is made in mulitparts so people can assemble their own unique versions. And it could come with a criminal and a cop character, maybe a police car and some other models/accessories. Simple game scripting included could be catch the ai robbers and lock them up. Mini game and content right there in one dlc.
Lego characters are kind cool too the way you interchange parts of their bodies ie. legs/torso/head/hair/hat to make lots of variations. Not sure if something like that would be feasible though but I suppose one or two character models with different skins would be the equivalent.
- 1
-
Sooo handy. Working with scripts just got a lot more easier and enjoyable.
-
Project explorer, nice!
-
Sounds like a lean, green vegetation machine!
- 1
-
Leadwerks Game Engine 3.6 Now Available
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Solid update with some nice new features. I haven't even tried the camera render target but it looks easy enough to do.
-
Leadwerks Summer Games Tournament Results
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
So far I played The Hankinator's Phantasmagoria, The Mower and Beach Roll. All good games, will check the others out when I get the chance.
-
Yup stuff like this would be good.
-
Thanks. For now yes, the game is staying just in this town but I might at some stage create add-on maps with different areas you can travel to. But probably just areas around the town, nothing too far away, so the town would always be the hub you return to. Airdrops are something I've been thinking of so they could possibly be added. So maybe you find a radio and can call in a drop but you have to wait a day or two for it to arrive.
I'm trying to come up with something else gameplay wise that the player can do in between killing zombies and collecting supplies but I'm not sure what that could be yet. Two ideas are crafting and helping/interacting with other survivors but both of these are quite big complex things to add so I'm trying to think of something simpler for now.
-
Well the F12 is nice handy but more importantly my fps has gone back up for this beta so I'm very happy.
- 1
-
Ok think I found it, but not sure, I uncommented line below in shaders/terrain/clipmap.shader
#define TERRAIN_LOW_FREQUENCY_BLEND 8.0
Looks like it's working as before now.
- 1
-
The terrain tessellation is really cool. But I loaded in my game map and the terrain in it is looking more patchworky compared to before. It's more noticeable on the mountains when at a distance. In the image below you can see the difference between an old and new screenshot from the same spot.
https://www.dropbox.com/s/n5gl6uiaab6k3bd/patchyterrain.jpg?dl=0
-
Just downloaded an update but it won't launch.
-
Eager to give the tessellation a go but update not showing here yet.
-
That looks amazing. What kinda size texture would you need to do this?
-
Looks like a nice compact setup. For anyone who wouldn't want or need all the grunt of a full blown graphics card I'd recommend an AMD APU setup. One small chip for cpu and gpu means lighter, more space saving, less power consumption/heat and of course costs less too. Good for general use pc and gaming. Maybe there is an even smaller case for such a setup but I don't know what's out there at the moment. Probably another couple of years before I upgrade again. I have an apu on a micro motherboard in my old tower, so it's kinda more minified on the inside and big on the outside
- 1
-
Going to be a nice feature when this is done. Looking forward to seeing it progress.
-
Do you have the Occlusion culling checked on those objects? I think that caused characters to sometimes flicker in my game so I ended up disabling it.
-
Cool, just tried it. I think better footsteps would be good, kinda sounds gravely on a smooth hard surface. Also some things would flicker like doors and switches, not sure it was a view range thing. Nice demo and nice graphics.
PBR Lighting in Leadwerks
in Rendering puzzles
A blog by Rastar in General
Posted
The shiny metal barrel looks better in the pbr shot but the rust looks better in the classic shot. If you could get the rust to look more dry and gritty on the shiny barrel it would be best of both.