VicToMeyeZR
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Posts posted by VicToMeyeZR
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yeah, i kind of was thinking that.. Thanks. I will play with it some
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As the topic says. Is this possible with the engine. I had an idea I wanted to play with, and just wondering if this is even possible with the current engine.
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I am going to assume, you don't have collisions on those models? IF so, thats pretty cool.
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Awesome work. One thing. Is it only the blue signs the only ones that didn't get any "dirt" on them. They look out of place.
Thats the only thing I can say. Its great.
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For speed/storage concerns Josh has chosen to not make this the default case. That is by design. That's how he can get tons of the same model on the screen at the same time cheaply. There are cases where that's good and there are cases where that's bad and causes devs to jump through hoops. He's meeting us in the middle and offering a way for us to make each mesh unique, while still being able to cheaply render tons of the same model.
In short, it's good to give us the choice.
That makes sense. Good point
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well without testing, I am just concerned with resource usage.
Is it because you don't know how to do it, or don't want to? When you instantiate a mesh, it should automatically be unique... SO I just worry if this flag will cause a resource hog, if its used to much.
It will work for "instancing", so It is better than nothing.
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I'm working on the texture class right now, and for that I am using an optional flag to load a unique copy of the texture:
LoadTexture( "wall01.dds", MEDIA_UNIQUE )
The unique flag will cause the engine to always load an original copy of the file from the disk, instead of creating a copy of an existing item. This same approach can probably be used with shaders, sounds, meshes, etc.
However, unique meshes will not be instanced, so you would only want to use this when you need it.
The default behavior will be the same as LE2.
Thats a bummer. I really thought we were moving to good tech not old tech
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Did anyone bring up the instancing of meshes? Having the ability to have different textures on the same mesh, is a MUST for any engine.
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Can someone put the 2008 solution in the download for this?
2008 can not open a 2010 solution. Thanks
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Photoshop has been doing it also. CS4 has it, but its not as "smart" as the CS5. Also, CS5 has come a LONG way with 3D also.. If you have it, play with the 3D environment, and see what you think
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It's a whole new engine, although it uses a lot of existing code.
Does it have instancing?
It sounds like you have a handle on it, so use this convertor language. If it saves you years of writing code, who would be against that?
If you plan on eventually making is the LE language, then BAD idea, and you will lose support/customers. ie: GG
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I have to use inverted mouse for FPS games. I started games with flight simulators, and for some reason now, I can't use standard mouse now...
WASD is always the way to go, of course I use a G13 game pad, but its mostly set up like a WASD.
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C#: You want to shoot yourself in the foot, but then you realize "Trigger" is an optional parameter and you're still at .NET 3.5.
lmaao. that one has to be added to the OP list.
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Also, with your connections, I think a few with a boost from your name, might get the publisher they need(income also) to get a finished product.
I was thinking, if there was a place, that developers and publishers could go to collaborate together. What I mean, by that, is a developer or team, can post their project. Must be a playable demo, and ONLY publishers(that the site admin filter out as only valid publishers) can view those projects (all under an NDA) and collaborate with the developer(s) and make offers to get the project into a finished product..
Might be a driving factor to get products done
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Also, maybe find ways to get some groups together. Its seems, that quite a few are working on separate products, and a join venture with combined efforts would help a tremendous amount to get 3-4 products on the market.
I don't know how you could accomplish that, because most indies, just want their game the way they want it..
Also, with your connections, I think a few with a boost from your name, might get the publisher they need(income also) to get a finished product.
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What about funding? If you had more money, would you be able to put it to good use? There are some interesting developments in peer financing that are evolving right now.
i would be interested in participating in this. I have been looking for something good to invest in for a while. I know there are some great people that can produce great products, with just the right financing.
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PM Josh would be the best answer for that.
I would think it could only use Lua Scripting, with assest already in the game only. Like some of them do already
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C#
You want to shoot yourself in the foot, but first you have to figure out, if its namespace gun, namespace bullet, namespace hand, namespace trigger. After you figure that out, you realize your on a Linux machine, and give up.
Lua
You try to shoot yourself in the foot, but you can't figure out what class the actual gun control is held in.
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Regarding to middleware and the support of plugins. It would be cool if community users could write a plugin which could be integrated into the editor. There have been a couple of person talking about creating their own editor. It would be cool if there is an option to integrate plugins. Lua already handles this for a great deal (thinking about thingoids), but when it comes to larger menu's that would come in handy (for instance, Pixel perfects editor being used as a pluging to create everything inside the editor.)
+1 to that. Plug in capabilities would be a great feature. Adding an editor API for plugins.
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(sorry, my english is not good)
hi, i want to make games, and i think, that the leadwerks engine is very good and "easy".
but must i buy the engine when i want to make games only with fun, and not make money with it?
Game engine's are a business. It wouldn't make much sense to give it away for free to every Tom, tiny one and Harry that ~claims to only want to play with it, would it?
on a side note. why are we blocked from typing a valid name....(ie: tiny one)? lol
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PM sent to you NA.
I have been a Beta tester before, as well as Volunteer Game Master for Online RPG's..
Hi Naughty Alien,
I would love to test your game! I've seen your page and it looks pretty cool.
Always~
Vickie
Hey Eagle.... By any chance RCS Board eagle?
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I don't think there is anything wrong with it. Just posing a healthy question of debate..
I do like the added lighting, just asking is it worth it.
I do agree going into the middleware realm is the way to go, and I know josh didn't like even mention of middlewar(the whole license discussion on the other board about middleware), so its refreshing to see he is not afraid of it.
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pureLIGHT loads FBX or Collada files, and then exports an .sbx file along with .gmf meshes, materials, textures, and lightmaps. You can load it immediately in Leadwerks Editor, and the lights match what you set up in pureLIGHT.
Thats not really PureLight for LE, thats just an export plugin for pureLight...
Just adding more to an art pipeline.. Yes that pictures look good, but is it worth all the extra in the map building process?
Editable terrain at runtime.
in General Discussion
Posted
ok, thanks josh, well thats an idea killer.. might have to look at another option then