-
Posts
471 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Blog Comments posted by Rekindled Phoenix
-
-
I've ran into this problem whenever I've declared generic "int" values that are determined by the OS. I have forced myself into the habit of always declaring integer (32) and long (64) explicitly so I never get unexpected negative numbers. Woot, number bugs!
-
this looks great Shadmar! I've seen similar techniques used in other games (dyes in Guild Wars 2 or Wolfire's Overgrowth)
I would love to be able to use it on more than just terrains, and would solve my 'multi-directional textures' problem. Will this shader be available to the public?
-
Looks great! Do you have any suggestions for L3DT settings?
-
yaaaaay
-
Wow, this is really interesting. Neat tutorials!
-
That's incredible!!!
-
It would be cool later to have some parameters like :
- walls height
- type of corners : more or less squarry, or mor or less rounded
I actually have three different sized walls that are specified by the paintbrush. Each brush will determine the theme, like forests, housing, or caves. The smallest of sizes (which will be revealed in a future video) is actually a tunnel algorithm.
Looks to be a awosome idea I wish you luck in bringing it forth into the world.
Is it just for making dungeons or will there be character and monster creation aswell?
Awosome either way.
Since this projects is such a daunting task and I am only at the beginning of the project, I have yet to decide on whether enemies will be dynamic, custom, or preset collections.
-
This is cool. :DYou will do the models in a modular way?And how do you plan to let the user paint floors, walls and choose a specific type of it or let users paint on the Z-Axis too. At the moment its like a Castle Wolfenstein 3D painter.
Yup, the models in the video are modular! Similar to the ones in a previous post shown here: http://bit.ly/zxVk7O The algorithms allow for hundreds of levels using the z-axis, as a type of "pseudo" voxel generation, all using a handful of models.
I want this on my iPad!
I plan on making this mobile compatible
Thanks to everyone for the comments!
-
Shocked to see the PHP Config screen, as I was here with the recent data loss after the migration to the new site. I'm glad everything is resolved! Yaay for backups!
-
Physics multithreading in LE3D
This is great news!!
-
Wow, that is nice.
Ya, the flexibility is awesome.
I have been playing APB a lot and studying how they layer all hundreds of images. It seems it's procedurally created in memory and applied to the texture of the model. I was trying to accomplish this in Leadwerks, but the decal bug kept killing my framerate...
*cough* texture rotation *cough*
-
*insert witty comment about GIANTS software related to those images*
hehee
-
great proof of concept!
-
I've been creating an Android app in the hopes that my code may help provide as a testing platform for Leadwerks3D.
Glad you could join us!
-
Great stuff Josh!
Are we going to be able to submit Lua apps for trial runs while the mobile version is still at an alpha state?
-
I would think that your time would be more valuable in getting other parts of the upcoming game engine polished.
Marley's Ghost and myself have both created reasonably solid libraries in a reasonable amount of time, both in C# and Lua varieties. I would think with your advanced knowledge, and the assistance of the community, you could create an entirely custom pathing system that is optimized for your engine!
-
This looks great! I really like the random visible waypoints to create a sense of realism for scouting NPCs patrolling a given area.
-
While using blender I usually have only one, maybe two camera views on a scene at a particular time. I find adding two others just takes up wasted space.
Would it be possible to select the number of camera views, like 1-4?
-
My Fiancee just got an Android, and I will be happily upgrading my phone in under two months.
I'm just glad the firmware is "mostly upgradable" for those that don't have Android v2.2.
iOS seems like more of a pain to upgrade... because you need a whole new phone / contract.
-
This... is... AWESOME
Great progress Josh. I'm really excited for platform-agnostic tools with the new engine!
-
OMG River Editor and Decals again!!! yaaaay
(also congrats on your game's progress)
-
It's wonderful to see progress with the LE engine.
-
This sounds very promising. I'm extremely excited about the additional "smart shader" for the upcoming engine
-
great work Josh. Looking forward to every step closer to LE3
The path to becoming a Visual Studios 2010 "Expert"
in Chris Vossen's Development Blog
A blog by Chris Vossen in General
Posted
I have a fondness for 2010, it's very stable and the first to implement extensions like RockScroll and updated intellisense for other libraries.
I've been using Visual Studio for over 6 years, remote debugging and even using ( the now obsolete) setup projects. If you have any questions about the platform feel free to message me.