franck22000
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Posts posted by franck22000
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Oh yep sorry, I missed it for some reason...
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@Josh, correct me if i'm wrong but I don't see any "Map" API documentation yet
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Would be nice to have missing brushes creation functions like: CreateCylinderBrush(), CreateConeBrush(), CreateWedgeBrush()...
Only CreateBoxBrush() is currently available even if there is the CreateBrush() function that let us create custom brushes, it could be handy nonetheless.
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Thank you very much ! Greatly appreciated. Now I only need to wait for the official engine release to try this out
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Hello @klepto2, nice work, IMGUI is very useful for rapidly making tools / utility stuff.
Are you planning to release the integration source code publicly ?
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Yes vector maths is VERY important
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Dont worry for the sound you might be surprised in the next video
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Hello diedir yes it must be your phone
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Thanks Paramecij and Pixel Perfect, yes i work on full time on this.
Here is the 13 minute long video that i promised and for the first time it was captured and encoded in HD, so dont forget to watch it in 1080p if you can ! No zombies/monsters in this video just a simple exploration, i keep the suprise for the next one
(There is some little freezes but this is due to the recording... my hard drive is slow as hell and i have some problems with i record videos, that's why the gun movement is not so smooth in the video, without the recording i get a solid and stable 50 - 60fps, my optimisations on my custom grass/bushes system and my custom LOD management and contribution culling system is starting to pay )
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I think repeating textures pattern will not be so visible when the world will be more populated, with buildings and such.
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Time for some progress update
I have now recruited a 3D artist to help me to focus more on the programming side, i will introduce him later
Even if i have now a talented 3D artist, im still a texture / coloring maniac and i have done several colors changes on various texture, the result is in my opinion very good, i have now a very nice balance beetween green and oranges shades i it look amazing in game.
On the gameplay side a lot of changes as been made, the weapons mecanics are now 100% finished, everything is working, reloading, dynamic weapon bobbing, procedural weapon animations.
Some goodies like camp fires are done too, and last but not least the Monsters integration has began.
There is a tons of other improvements that i dont have time to describe, like some huges improvements regardings fields generation, you can now see some straw bales in fields and they are delimited by some very nice bushes and tree lines. Electric poles can be seen along the roads and a ton of details like that.
I have made some improvement over terrain base map (sattelite map) procedural generation so it generate some cool brown areas of dirt mixed to green color of grass, with this forests look much more real now.
My next task will be the random building placement generation, and then the next time i will post here you should see a much more populated world
Here some screenshots for you guys, yes everything you see is proceduraly generated and nothing is placed "by hand"
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Very nice ! I am evaluating the possibilities to integrate this in my game engine right now
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Oh sorry ! Well it is strange that std::sqrt does not work since it is from the c++ standard library.
You can use this square root function then it should work if you dont need a very accurate precision
float sqrt(float x) { union { int i; float x; } u; u.x = x; u.i = (1<<29) + (u.i >> 1) - (1<<22); u.x = u.x + x/u.x; u.x = 0.25f*u.x + x/u.x; return u.x; }
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??? I dont understand what you said YouGroove.
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Hello, because of this i guess: "Warning: OpenGL 210 or GLSL 120 are not supported.
It seem that your GPU is a Mesa DRI Mobile Intel® GM45 Express Chipset according to the wine log. I may be wrong but i think that this is too low to run leadwerks 3 properly or at all it seem...
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Hello, here you are (My version for LE2 so you have to juste change the TVec2...):
float getDistance(TVec2 fVector1, TVec2 fVector2) { float _X = fVector2.X - fVector1.X; float _Y = fVector2.Y - fVector1.Y; return std::sqrt(_X * _X + _Y * _Y); }
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No, the game is single player only
Because i dont have to bother with multiplayer technical aspects i am able to put much more details in the game.
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Thanks for the kind comments, it really help me as i slowly but surely aproach an alpha release by october/november and i am working like a crazy guy on this since a long time. Finaly the light at the end of the tunnel
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I have used recast (same as LE3) but this is not really a library. I have coded some things myself like a convex dynamic obstacles feature.
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Some progress update of what has been done last week !
- NavMesh Integration 100% finished and handle everything, terrain and objects geometry
- Base zombie AI
- Zombies hitboxes system to detect shots in zombies bodies parts (head, legs, arm...)
- Zombie steering system
- Dynamic navmesh update according to objects driven by PhysX (some littles bugs to fix here)
- Zombies animations system with multiple animations blending support
- Melee weapons support (still WIP)
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Thanks Paramecij, if you have any question i will answer it by private message or chat
So some progress were made the last two days i have now those features added:
- Bullet trajectory deviation when it penetrate a surface
- Bullet deflection when the angle between the impact normal and bullet trajectory is small with of course a loss of the bullet velocity
- Weapon complete animation system, so now, reload, fire animations and such are working
- Recoil system
- Tracer bullets support
- Bullets holes decals according to surfaces types and the bullet diameter / caliber
I am now adding melee weapons support, that should be done quickly.
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Hello, thanks diedir, i am a former developper of Bohemia Interactive Studio (Operation Flashpoint, ArmA series...) so ballistic programming was familiar to me
As it is a commercial project i cant share anything massive yet, but if you try to integrate physx 3 in your project i can provide support. PhysX 3 is not particularly difficult to add to LE2, but it is a long task and you need to be very cautious with your code and take your time to add it properly, PhysX 3 is very well documented in my opinion.
Regarding the release date of the first public alpha version, i cant give you a precise date but it will be before november for sure.
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http://www.youtube.com/watch?v=J35RztQacmo
I have just finished the basic integration of my new ballistic system for weapons, ballistic simulation is now quite complex and realistic, it take in account:
- Bullet mass
- Bullet diameter
- Bullet Velocity at weapon muzzle
- Air resistance
Additionnal feature are supported like a penetration system according to differents surface type (concrete, wood...), the penetration system still WIP, the recoil system still in WIP too, that's why the bullet is not deviated yet when it penetrate a surface. And bullet interaction with PhysX 3 is done.
NPC's will be done soon !
Important: the video is captured in debug mode so no fancy graphics here- 6
Ultra does not work with AMD RX6800M, AMD RX6900 XT
in Bug Reports
Posted
Is it related to the chaininfo.minImageCount definition ?