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Brent Taylor

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Posts posted by Brent Taylor

  1. Was it really necessary to start a new thread just to ask this question? You could have just used your status update to ask it.

     

    Yes it was necessary. I'm not sure where this trend of asking questions in the status updates started, but it needs to stop. It's not easily searchable for when other people have the same question. It's also completely contrary to the purpose of a status update.

  2. It really doesn't matter if it's an issue with Newton or if it's an issue with LE. Either way, it's LE's problem as far as the consumer is concerned. Josh supposedly has a way around it, but it's not going to be fixed in LE2 if I remember correctly. Don't get me wrong, I believe Josh when he says he has a work around/fix for it, otherwise why in the world would he use it for LE3? :)

  3. I agree about physics and scaling in le but its not a big problem. You can scale objects in your 3d app.

     

    While that is a "solution", it's a pretty crappy one. It's not at all uncommon to model things at 1.2-10x the size and scaled in the game engine. Makes tweaking and such much easier later. And no, scaling back up, tweaking and scaling back down isn't a solution once everything is all rigged. There can be a lot of complications in doing that.

     

    LE is a great choice. I just hate that this issue is downplayed. There are few bugs with the engine, this one just being the most prominent. In general, bugs are fixed regularly and rather promptly. I've seen bugs go into the bug tracker to be fixed the same day and released. This is a good thing.

  4. However, with move semantics you are able to just move elements on resizing. STL has been modified to support this, so std::vector<std::string> for example will not copy on reallocation, but move. You can write your own move constructor and assignment operator if this is your bottleneck.

     

    Is this new in C++11? I've never come across this before. Either I missed it or it's new. Either way, I'm thankful for the info. Very useful.

     

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    Resource on move constructor: http://msdn.microsof...y/dd293665.aspx

     

    EDIT: After a quick google search, it appears it is indeed a C++11 feature. ;)

  5. Lists should be used if objects will be randomly removed from the container.

     

    Or if you don't know the length of the container ahead of time. The last thing you want is lag spike when your data is being copied due to your array or std::vector being re-sized. Assuming your data being housed is large enough to be an issue of course.

  6. Also used game sales are way up. In a lower economy people do not like buying a expensive game that they can beat in a few hours.

     

    While I don't necessarily agree with Josh's conclusions (I'd want to do significantly more research than just what has been posted here, as I'm sure Josh has done), this isn't any better. If anything you're helping prove his point.

     

    It's a lot easier to justify $1 for a mobile game that you're likely to enjoy than $60 for a new Xbox 360 game that you'll beat quickly. Just as it's easier spending $10-$30 for a used game for the 360 than spending $60 for a new copy (VIP passes not withstanding).

  7. it should be possible, the problem is since browsers are updating the support for it will be patched out, as I heard. anyhow it is possible.

    just add a mime type to your web server, open up visual studio or something. and use the:

     

    1) WPF Browser application

    2) Silverlight application.

     

    they will both allow you to call local content wink.png but the user needs to activate it first by clicking accept. and also needs to use IE at least by using WPF browser app. for silverlight it just will work fine though.

     

    hope I could help you out by this.

     

    Both of which are for .NET applications, not standard C++ applications.

     

    @Josh, I think it may just have been phrased oddly, but ActiveX is IE only if I'm not mistaken. You'll have to write an entirely different plugin for Firefox, Chrome, IE and assuming you're supporting it, Safari*.

     

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    * Being as Safari and Chrome both use webkit, the plugin architecture might be identical. I'm not sure.

  8. Yes, I understand that LE3 proper has no specific price yet. But then should I conclude that the whole upgrade-price addition is a fiction? I thought the LE2.5 price plus upgrade price was something that developers could buy now. Can someone from Leadwerks please clarify? I want to know the price of what I can buy now. If an upgrade to LE3 is not included in the current offering, can you estimate when that will be an option? I have a schedule I must keep, and may need to make adjustments, depending on your response.

     

    The only thing we know that is fact is that LE2 + LE3 upgrade will be cheaper than LE3 outright. No upgrade price has been announced. All current pricing is for LE2 as is without an LE3 upgrade.

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  9. It's a strange world when indie developers are complaining about barriers to entry not being high enough.

    Agreed. But I do also admit that over saturation is certainly a problem. It's all about proper marketing at that point.

  10. When I have lots of classes for the shader,materials.... and they need for example sometimes the created device,swapchain,context,buffers.. from d3d.How can I create them global? The best way would be to have a class like direct3dinit or something like that with the device,swapchain... in it ,but that all classes could use that.Is that possible?

     

    Again, I'd look into design patterns an OO Design. I'm not sure you're really grasping the difference between an object (class) and a function or a method.

     

    In addition, as I said before, make games not engines. It's pretty clear you don't know what you need yet. I understand you're trying to get a job working with DirectX. You don't need to write a game engine to do that. In fact the chances of you actually working at that low a level are extremely slim. As a developer, all of that will be abstracted away from you.

     

    If you still want the experience, make a game with DirectX, not an engine. You'll get the same experience, except you might actually learn something and finish a project.

     

    There are no shortcuts when it comes to game development, only setbacks.

  11. I'm going to give the best advice ever. Make games, not engines.

     

    No matter how much planning you put into this, until you have a number of games under your belt you just simply won't have the experience necessary to design an extensible engine for practical use. You just won't know what you need from an engine.

     

    Also, I'd highly recommend brushing up on design patterns an OO Design. Right now it looks like you're still in your "C with Classes" stage of learning C++. :D I'd recommend these two books:

    Recommended reading for ANY developer. Rockstar or beginner.

  12. Remember that your personal tastes have nothing to do with the market as a whole. If the market reflected my preferences, every game after STALKER would have been rejected.

     

    http://www.tuaw.com/...orm-is-the-ipad

     

     

     

    It's already been decided. This guy knows a lot more about the industry than he will say in an interview.

     

    I don't have any real personal preference on this. I simply want to see the corresponding data for the previous console generation before linking cause with correlation. I certainly do not disagree that mobile gaming is on the rise (and by leaps and bounds). I'm just not positive that it's also driving down console sales. I'm curious if the current data also mirrors the tail end of the last console generation life cycle.

  13. Can the price be communicated privately so that I can buy it? This is what was trying to determine with the e-mails sent to support at leadwerks dot com. The price of LE2.5 plus upgrade seems to be public information. I found the prices mentioned somewhere in the forum: $199.99 plus $1000 for the automatic upgrade to LE3. I could be mistaken. Was the $1000 upgrade a hypothetical figure or a real upgrade price?

     

    That figure is not real nor hypothetical. Josh has been very specific in that he is not announcing a cost yet for LE3. Any price thrown around about LE3 is strictly a made up number by someone on this forum and has no real grounding in reality.

  14. It's a market and a rather sizable market so you can see why some people would want support for it. The fact that it's so friendly for indie's to get their title on the XBox and since LE is sort of an indie engine, it would only make sense to support it if you could find a way.

     

    Except that MSFT has now largely hidden the Indie Games section on the dashboard. It's still there, but very few are just going to run across it.

     

    Now that said, what with Win8 having an App store along with Windows Phone 7 (WP7)...and MSFT consolidating their Metro UI across all their devices, I get the feeling this is going to change "soon". I expect we'll have one large store front accessible from any of MSFT's platforms. Considering the amount of money Apple is pulling in indie and AAA app purchases on their store's, MSFT would be foolish to do otherwise in the long term.

     

    EDIT:

    @Josh, I'm not sure I agree with your conclusion of Consoles losing popularity to mobile devices. I don't disagree that mobile device usage is on the rise, I just don't necessarily think it's mobile device usage that is causing the decline in console and console game sales. Correlation != Causation. I'd very much like to see the same data on the previous generation consoles at the tail end of their life cycle as well before I'd make that conclusion.

  15. My OpenGL book shows how they made Shrek and 2012. A line summary: Create models just like you would for a game, animate them using 3d motion cameras or just by labor, and render them in high-quality in a massive render farm.

    Interesting to know that they used OpenGL for the renderer. biggrin.png

     

    Generally they don't use OpenGL for the final render. Usually something akin to Mental Ray or a Renderman compliant renderer is used. It's all CPU bound, though there is the possibility of this changing in the future due to things like CUDA. Dreamworks uses their own Renderer based on the REYES architecture. It's all done on the CPU, no OpenGL to it. All their tools however, probably use OpenGL. :o

  16. The best way to reduce the poly count for a sculpted mesh is to create a new mesh with re-topo tools.

     

    This, a thousand times, this. Especially for any of Daz's so called "tools".

  17. This really comes down to two viewpoints.

     

    Naughty Alien certainly has a point here. LE3 will not magically make your game come alive. That's entirely down to your leadership and drive. If you can't make the cut, no engine out there, be it real or theoretical, is going to make your game happen.

     

    The other viewpoint is that from a tech standpoint...LE2 is vastly behind it's competition in terms of feature set and ease of use. Compared to Unity or the UDK, LE is showing it's age, especially at the price point*.

     

    Unity Free/Indy is just as capable as LE in terms of what it can accomplish. It's also cross-platform and runs in the browser. It even runs on Linux at this point. And this is all free. It's also arguably easier to use with a shorter learning curve.

     

    UDK can do significantly more out of the box than LE can. After the learning curve you can also accomplish more much more quickly as well. It's cross platform, running on OS X, Windows and iOS (android support coming soon). The editor is top notch and it's got a very healthy community with a vast amount of support. It's also $100 per title*.

     

    Do I like LE? Yes. I mainly use it for small prototypes or fiddling around however. It just doesn't have the toolset to compete with the competition. Especially when I need licenses for my entire team.

     

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    *I'm aware that in the long run LE is cheaper than Unity or the UDK. However, this is true only under the condition that a game I sell makes a significant amount of money. At that point, having to pay a little extra is what I call a Good Problem™. I've already made enough that I have the cash on hand to cover it and then some.

     

    It's also true that Unity or the UDK are more expensive in the long run provided that the given toolset does NOT cut down on my development time. In practice, this isn't the case, especially with the UDK.

     

    I'm not trying to bring down LE or anything. I was asked a question and I'm just trying to answer it seriously and honestly. I think LE has a lot of potential, but it is not there yet.

  18. *sighs* I really am tired of this FUD, especially since it didn't originate from Microsoft to begin with, but from the community that didn't understand the implications.

     

    The Vista OpenGL scare was a non-issue to begin with. What Microsoft had stated is that they were no longer going to maintain, support or include the OpenGL _SOFTWARE_ driver or runtime for OpenGL. It has _ALWAYS_ been the job of the video card manufacturer's to provide the hardware accelerated driver.

     

    Windows 2000 was an excellent example of this. It didn't ship with the OpenGL software driver either. Nor did NT. Both were perfectly capable of OpenGL hardware acceleration once the proper drivers were installed from the video card vendor.

  19. I'm not sure if that is simply just a set of wrappers or not, but I'd imagine they are. All that functionality can be gained from external libraries significantly cheaper. Their interface may arguably be better however.

  20. Makes perfect sense, there is more than enough resources available to the users of the 30 day demo evaluation of Leadwerks. What the access restriction address's is those who come by the software "unofficially" .. its not much good without tech support and programming help, so why give them free tech support and programming help on the forums here? General questions can be asked here in General Discussion.

     

    Considering he's here because of 3DWS and the fact that there was a 3DWS forum here until relatively recently, I have to say I can understand his confusion. I'd have to agree that it makes little sense to require an LE license to get access to a 3DWS forum.

     

    Speaking of which...

     

    @Josh What DID happen to the 3DWS forum?

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