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Posts posted by flachdrache
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FYI :
Mirrors dont depicture reality ... its not there job - they instead show the shadow of a copy of reality.
This might be no longer true if you rewire both of your brain halfes ... and as much as i know the manykinds -
there properly exists a drug for that too ... good luck !
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You close your topic with an "I`ll be back" ... isnt that just a little "over the top".
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Hrm, thats happen if i try it with the slang ... "game of death" is a bruce lee movie.
Whats basiclaly like "game of death".... same kind of leveling-up - if i understand correct.
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Historically you might be interested in the "way of the exploding fist 2" game, which diversificated (kind-of) into mortal-kombat : shaolin monks and Jade Empire ... or most likely not - because you are doing your own thing ... which looks/sounds good.
PS: if you dont like to ancounter you tube for an walkthrough video - its basically like "game of death".
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Ivy
in Programming
Great that we all struggle with the same ideas - i got an generator for this, which grows the ivy on the objModel[part] ... i then put it in zBrush, reTopologise the roots of evil and project that on the new(lowpoly)mesh which then should ouput the normalmaps too ... there was an topic @doom3world some years ago in which this was discussed too.
Iam bound to something else, atm, again but the fun part might be how to light that this with deferred rendering (backside & halftransparency).
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Its some windows interns ( winuser.h iirc ).. write this after your "pragma once"
#pragma once // Windows headers, LEAN_AND_MEAN after engine.h (pointless?!) #ifdef WIN32 #define WIN32_LEAN_AND_MEAN #include <windows.h> #include <winuser.h> #endif
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You most likely need the prePlaning done first - the whole technical side grows from the game bounds you have to define first.
Found this one years ago - its somewhat indie standard imho e.g. most people road at least parts of it.
http://www.ics.uci.edu/~frost/GameDesign/ClawDesignDoc.pdf
The more you know about how your game will "work", the easier youll find to "write down" the technical solutions to the design proplems.
Healthbars and digi fonts displaying your ammo etc. became somewhat "oldschool" - its more common to "remove" the standard h.u.d. and to use indicators instead or to show the h.u.d. only in a fight situation (only if its actually needed).
funFact :
i use a heart and a brain decal "onscreen" texture which goes from red to black / blue to black ... if it gets grey the player knows he/she needs to do some healing.
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Every entity in Leadwerks Engine already is in a sparse octree.
.. since which version is that true ?
PS: oh nose - we now got an ninja smile
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- move it out of program files, use c:Leadwerks Engine SDK (or such simple)
- if its not the demo SDK, run the updater on the new folder again
- have all leadwerks sdk in that folder (dont copy its tools around - because of ini, config files)
- reinstall openAL
+ if you move folders - you might have to check your system privileges for the SDK folder, as an administrator
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As a starter you should pick the latest version since you can get the most help with it ... there are always these ghosts you have to overcome though.
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Hey - iam puzzled as well since its a nice to have ... the guess i made was geared forward to gamelibs implementation which i guess just hooks the bodys mass center to a joint ... momentum usually will do the rest for us imho. I mean, its a physics lib if using joints all we can control is joint stiffness afaik.
PS: i just saw your "The good news about computers ..." quote ... dont mind, i just meant that we have to fight for our hard disk drives now - or we will get pre-configured. (censored)
@Engineer Ken - dont you just try to outsmart newton lib ?!
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ps : your statement is wrong - as soon as the cloud`s going to reconfigure your pc config to better read its data youll know what i mean.
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For what is it used then ?! ... you should forget about the "correct" way in computer games since its stated as being "allways" to expensive to calculate - e.g. if you want/can use joints controll its rigidity and let it add up to object mass ... but you know what i mean.
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Great that it worked but ... "blarg".
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one of the several reasons why my players wear dusk masks ... you road the fpsWeapon artikle ?!
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Web 2.0 is a marketing term. HTML5 is a technical term.
That might was planned but Web 2.0 is right now ... while HTML5 is 2years away.
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The first two links you posted do pretty well describe the difference between current and new standarts in terms of layout ... everything used to be a treenode which might be going to be more open "at a glance".
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Web2.0 is more a technical term - look at html5. If one is going to write a quote, one writes a quote and not a small headline in quotes.
PS : iam out-of-business for quit some time now - but i believe its all about being "barrier-free" ... it can be better interpreted/translated.
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I posted a link for the "sufferingAI" paper ... it basically gives background to "behavior-trees" or chain of actions - i integrate such behavior in form of a standart "death-match-bot".
If one of you license-owners is working @ something similar - write me a mail ... we could share modules and ideas.
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@AnniXa -
well, that would be a "lose-lose" situation.
You could write down 100 words you would use in a dirty-talk ( send the importent ones, in a text file, @me ) - get the "guess a number" tutorial and write yourself a sex-bot.
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i dont mind no more tbh - as i was new with le, with a c/c# background jumping into lua, it would have been pure chaoz to skim through pages of bmax to find an answere about a certain topic ...
but i would think the other way around e.g. the forum software p.m.`s topic starters to close the topic with the solution if 14 days passed w/o an update. People started to do this by themself by adding a "solved" to the topic title. tbh - currently its often just random guessing under undefined headlines.
LEadwerks forum is kind of strange - i mean we write computer games ... and if a question pops up three days before one gets there he/she/it cant do anything about it or have to wild guess themself with the current set of knowledge ... kind of doing w.i.p. answers or two guessers are better then one.
... having a better search option could deal with all that e.g. search solved/not-solved topics to begin with.
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Congratz to your courage ... make sure youll have a read with sufferingAI ("http://www.eskimo.com/~galt/pub/")
and the "Q3ABotAI_15.pdf" if you havent already. I collect pdf`s so drop me a line if you look for something specific.
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tbh. i texture the whole model with an "invisible.jpg" and texture the visible faces with its real texture(s) afterwards -
so, leadwerks engine "does not" process them but i still have these faces in the model for several reasons ...
flat plane is what is called a "simple patch mesh" in the doom3 generation of map design tools which was introduced as "curved-sufaces" in quake3arena, its spline based afaik - this plus spherical, planar and cylindrical UVW mapping would be great.
and selecting surfaces by texture, selecting all brushes inside another brush volume.
cubemap_water_refraction
in Game Artwork
Posted
tbh - thats not my work and i never had the files of the "river-nodes" from the showcase video ...
which means, no projected caustics so far.