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puki

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Everything posted by puki

  1. This is not good news to hear. In fact, it's potentially devastating.
  2. But at what cost? I think LE2 was $200 (USD). LE2 not being available for purchase means its value is whatever someone will pay for it.
  3. So, LE2 has surely just gone up in value? I mean, LE2 is potentially of more value to someone than LE3 - depending on their needs and requirements. I see something here. The rabbit may be in his hole, but the fox can see his ears.
  4. Will LE2 still be hosted and accessible? I don't even have it installed on this DX11 gaming rig.
  5. Thanks. I also found that you can use Shift to run, No camera rotation is really going to hurt this. It was the first thing I tried to do as soon as I made my little man move.
  6. What's the controls for the game - can we rotate the camera?
  7. Kind of reminds me of Skyrim
  8. I may have seen it somewhere before it became mine.
  9. puki

    Cover Art

    I'd like to have that model of that flying girl. If you let me have it, then I will be your friend. Plus, I think it may have a geometrical error that I may need to check over for you to make sure that it will not corrupt your version of LE - these things can happen if the particular geometric error pings your GPU which bounces via the render path and can invert the software pipeline. It's difficult to explain.
  10. I hope my beloved code to put a cube on the screen will survive - I'd hate to have to redo it.
  11. ミーガンフォックス is the closest I got.
  12. The funny thing about Leadwerks3D is that I will buy it and never use it, other than running any demos that come with it. It kind of makes me feel exploited. There should be a law against this kind of thing. I hope it comes with loads of demos.
  13. デスクトップ actually does mean desktop - I just translated it. This is Documents and Settings: ドキュメントと設定 This is "puki": プキ. I love Google Translate. 猫がマットの上に座って - the cat sat on the mat. What is Blitz3D in Japanese - Google Translate doesn't know?
  14. puki

    Basics

    I never get these things. For that type of terrain/level, I would just use collision avoidance as the bulk of the terrain is traversable - therefore the AI simply needs to go left or right around something like a tree - ie there's nothing to pathfind.
  15. I code alone - yet, I have the output of a chocolate slug frantically typing in a furnace. I think a massive factor is to employ people who basically have no other interest in life - don't play computer games, don't have children, don't watch TV, don't socialise, don't have any interests.
  16. puki

    WITCHGATE

    Is that supposed to be you on the left?
  17. It would be awesome if it didn't lose detail/definition (if you get what I mean).
  18. Heh, you can use the number keys to turn various lights on and off.
  19. Good job I didn't die of old age.
  20. I could swear you mentioning color-grading (or similar) years ago - possibly pre LE on the Blitz forums. Or maybe it was some kind of palette thing? ps, love the top Teapot - very nice.
  21. I don't like NavMeshes at all - I don't even get the point of them - example:: http://geck.bethsoft.com/index.php/Bethsoft_Tutorial_Navmesh They basically filled the entire floorspace of a level with them. I don't see the point of this - it seems so wasteful. You could do it with less waypoints than NavMeshes and use collision avoidance. It is so easy to sever or move a waypoint than to delete a bunch of NavMeshes and rebuild them. People sometimes think you have to use loads and loads of waypoints - you don't, you just need critical ones for the AI to navigate to with collision avoidance. This is going to use 5 pieces of NavMesh (excluding the bit beyond the door) It's a right angle - you can do that with 3 waypoints. Waypoints are cute.
  22. EDIT: Ignore me, I see you have some sort of vertical offset thing. You should have used it - stop me from looking like an idiot. This is all done on a terrain though. If that terrain was meant to be mountainous, then in the first picture, the AI has just Larged itself right through the Alps, when it probably should have gone around it - assuming the player is a pin-point on that terrain. You go on to discuss rooms which is going to be pretty much a flat terrain and nothing to do with this concept, which is where some people will think about NavMeshes. I don't see any mention of gradient being stored in your nodes, but the images clearly show that they are being laid down in 3D. With that added, then it is easy for the AI to accurately work out the best route - ie, it doesn't try to walk down a sheer cliff or something - plus it means that your logic will be faster as, with this type of terrain (depending on scale), you can kill of a whole bunch of connections. For flattish terrain then it wouldn't be required. You'll know when it is right when you have the same screenshots, but with a whole bunch of those nodes coloured red, for example, (after you add in the gradients), and you will then have actual walkable routes which can dynamically change as you alter the scale of the terrain - in a nutshell, your whole grid will modify to the terrain. All you add in is additional rules based on gradients, which can all be done from a master control which can be independent to whatever you like - ie a certain vehicle can handle a wider range of gradients, etc.
  23. I didn't know "filax" was here. Where's the demo? I haven't seen it. Someone best host it - ideally within 2 hours.
  24. Depends on who you ask. If you ask TGC, then FPS Creator has been adopted by Electronic Arts and powers Crysis 2.
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