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franck22000

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Posts posted by franck22000

  1. Thanks everyone. Here is 4 new screenshots for you. I had added other bushes in the procedural generation pipeline and some other objects like wood boles, i have also improved the grass rendering. Some gameplay features have been added too, but that will be showed in the next video ;)

     

    http://www.leadwerks.com/werkspace/page/gallery/_/my-game-r235

     

    http://www.leadwerks.com/werkspace/page/gallery/_/my-game-r234

     

    http://www.leadwerks.com/werkspace/page/gallery/_/my-game-r233

     

    http://www.leadwerks.com/werkspace/page/gallery/_/my-game-r232

  2. It can be a lot of things yeah...

     

    I had this problem two times, for the first one removing ram memory from there slots and putting them again solved it...

    For the second one it was the power supply, and i had to replace it.

  3. Here you are ! Please note that the video quality is quite bad, the game looks much better than this. And for the video i have increased the frequency of thunder quite a bit (wild thunder there !) The rain is not ready yet wink.png

     

    Thunder strikes are localized in the world, and the sound propagation is simulated so you can know if the thunder is close to you.

     

    Like always everything you see is proceduraly generated.

     

    http://www.youtube.com/watch?v=WF7iaTB7NCA

    • Upvote 15
  4. Thanks everyone, i have completely forgot to tell you about the realtime dynamic weather feature, so i added it to the features list.

     

    Please note that i will post a private video for you guys here in less than two hours showing the weather in action with a simple walking in forest under a very wild thunder.

  5. Thanks Aggror even if im not very active on the forum lately i still check everything and i like the way you contribute to the community life here !

     

    Ive been working on the project since 2 years now, but i had one or even two jobs at the same time during one year so i could not work as much as i wanted. But now since one year i work on full time on it.

  6. Hello everyone, i thought it would be the time to share some technical information about my WIP commercial game that i am currently making alone and for PC with LE2 (yes LE2 still alive) engine version.

     

    The game concept is a survival game between DayZ ans STALKER, the special thing about the game is that the world is proceduraly generated with great amount of details and a good logic. The world can be as big as the whole united states for example because it is divided by zones. each time the player go into a zone border another one will be generated and so on. You are only limited by the size of your hard drive to store the zone save data.

     

    The game engine that i made contain quite a lot of features. Here is some aspects of it that were added to the base of LE2 (a lot of feature replace the LE2 ones):

     

    Graphics:

     

    - Every base LE2 graphic features are in the engine.

    - Improved SSAO.

    - Improved Bloom.

    - Cone step mapping.

    - Bokeh Depth Of Field.

    - Grass improved shading.

    - Anaglyph 3D rendering.

    - Details textures improved.

    - Complete GUI system (windows, sliders, radioboxes, progressbars...)

     

    Terrain:

     

    - New vegetation layers system.

    - Ability to dynamicaly add or remove vegetation layers. (Trees can be cutted with this)

    - Dynamic terrain holes creation.

    - New grass rendering system.

    - Fast terrain relief generation system based on perlin noises algorithms.

     

    Physics:

     

    - PhysX 3.3 engine support added for static meshes, dynamic meshes, terrain, vegetation layers.

    - PhysX 3 fluids and particles support. (WIP)

    - Base raycasting system replaced by PhysX 3.

    - Physics bodies scaling support programmed.

    - PhysX joints support (fixed, hinge, ball, 6DOF)...

     

    Sound:

     

    - New audio system made.

    - Multithreaded sound engine and steaming support.

    - Speed of sound simulated.

    - Dynamic reverb effects according to where the player is.

    - Doppler effect support.

    - Other effects (Echo, distortion...)

     

    Input:

     

    - New input system.

    - Support a large variety of hardware.

    - Gamepad support.

     

    AI Navigation:

     

    - Complete integration of recast navmesh system.

    - Dynamic obstacles support.

    - AI steering system.

     

    Misc:

     

    - Daycycle support with accurate simulation of sun and moon position (based on real world calculations)

    - Moon cycles support.

    - Realtime dynamic weather.

    - Wind simulated for vegetation movement.

    - Objects are 100% driven by physics (Doors can be rotated progressively like the amnesia game system, object can be grabbed, trowed...)

    - And a lot more...

     

    I will post more informations as the development continue.

    You can see some images here:

     

    http://www.leadwerks.com/werkspace/page/gallery/_/game-screenshot-r230

     

    http://www.leadwerks.com/werkspace/page/gallery/_/procedural-world-r229

     

    Thanks !

    • Upvote 9
  7. So here is what i am thinking:

     

    - The price is way to high, something like 500$ would be "ok"

    - Shipping the engine with a box is completly useless and Josh could save some money there...

    - The printed manual is a very dumb idea at this stage since the API will change ! Even a bit !

    - The lack of support of LE2 is not very kind regarding the existing customers and that does not help regarding sells of the new engine.

    - LE3 should feature a decent default renderer at least with shadow mapping !

  8. Holy dooley !!

     

    Im sad to hear that ! We had some fun moments here together, i hope that you will enjoy your new way of life, and hope to see you on the forums from time to time !

     

    Good luck mr Perfect !

  9. Hello, what is the way to get the correct rotation of an entity only by knowing the entity matrix.

     

    What are the correct calculations to extract this ? :)

     

    Note: i would like a solution that does not involve creating a pivot and setting the matrix to the pivot and use the entityrotation() command to get the rotation.

     

    Thanks !

  10. Hello everyone, some of you may know that two video game developper from Bohemia Interactive Studio (who are working currently on the game ArmA 3) has been arrested and charged with allegation of spying while they were in vacation in the lemnos island (greece). They were just taking some holidays photos...

     

    I have myself worked at bohemia interactive as a game designer / scripter for 3 years (On ArmA 2 and ArmA 2 Operation Arrowhead). One of the guys has arrived after i left the company and the other Ivan Buchta was a collegue and is a friend of mine, i have spent great moment with him and he is a very clever and kind guy, and i am very sad today because he is actually in Jail for no reason...

     

    So i am here to ask you for a little support to help thoses guys to return back home to their families, as game developpers we should help those guys.

     

    So please help them by signing a petition on the special website (it does not require any registration process):

     

    http://www.helpivanmartin.org/

     

    You will have all the precise informations of what was happening there in the website.

     

    Thanks to everyone !

  11. Not directly but for example i made a CLightSourceActor class that are light source in the level, and i expose some function to create a light sources, set the color of the light, some special effects... Only things that are usefull for a level designer.

     

    Same thing for game objects they can spawn some models in the scripts but only using the existing models of the game and they dont have low level controls on it.

     

    I dont expose any inputs function also so players cant code somethings related to keyboard or mouse inputs.

     

    But no low rendering functions, mesh creation commands (create mesh, vertex...) and things like that are exposed in the scripting system.

     

    And by the way i use leadwerks only for the rendering in my game engine, i made my own solutions for Sound, Physics engine and inputs system.

  12. Hello Josh, i talked to you about the fact that i wanted to add a little modding support

    for my game.

     

    So i made a list of things that i want to do, please read it carefully and tell me if this is ok for you (and i really hope so...)

    This little modding support is intended to build a bigger community around the game, and make the game life time a little big longer because the users

    will be able to make some new levels for the game and share them.

     

     

    ->>> Ingame editor (not a separate application) that let the player making there own level with existing game assets only, no support for custom 3D models.

     

    ->>> Scripting access (i use my own scripting solution based on angel script library)

     

    Some precision about this scripting system:

     

    - This is intended for game level interaction only, and provide some functions to for example, turn on and off some light existing in levels, opening doors...

     

    - The game users will not have of course access to low level things like rendering functions, mesh making...

     

    - The game users will have acess for some functions to create new things in the level, like spawning objects for example but as i said only existing game things.

     

    - The game users cant modify the core gameplay of the game with this scripting system.

     

    ->>> Light gameplay modification with XML files

     

    Some little things like weapons power, range or ennemies health will be defined in XML files so the user can modify the gameplay.

     

    I hope that it is fine for you and that it is not breaking the EULA, this is really some important points for my project.

  13. You are probably not getting the Mesh of your model correctly dont do this:

     

    TVec6 _BoundingBox = LE::GetEntityAABB(yourmodel);

     

    But this:

     

    TVec6 _BoundingBox = LE::GetEntityAABB(LE::GetChild(yourmodel));

     

     

    LE::GetChild(yourmodel) get the Mesh of the model :)

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