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VicToMeyeZR

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Posts posted by VicToMeyeZR

  1. http://www.leadwerks.com/wiki/index.php?title=Entities

     

    Get
    EntityCulled
    
       * C: int EntityCulled( TEntity entity, TEntity camera )
       * C++: bool Entity::IsCulled( const Camera& cam ) const
       * BlitzMax: EntityCulled%( entity:TEntity, camera:TCamera )
       * Lua: entity:Culled( camera )
       * Pascal: function EntityCulled ( entity:THandle; camera:THandle ): Integer; 
    
       Returns 0 if the entity is visible from the specified camera, else 1 is returned. 
    

  2. ok, my question only being that BMX supports function overloading..

     

    Why not ask josh to put in an overload function for the LoadScene() where you can pass a blank variable, and it will return what is being loaded to that variable, and then just run check on what that variable is at any given time, then update your load bar accordingly?

     

     

    Maybe its stupid, I don't know, but just a thought.

     

    Could even ask how many objects are in the SBX, and then do a count down?

  3. I tried to run this. I will mention, I love what you have done. But in Win 7 32 bit.. The zombies for me, never wake up... I ran around moving stuff for 30 min and never once did a zombie wake up, nor could I shoot the gun at all..

     

     

    I haven't tried it again, since I rebooted.

  4. Don't forget serialized instanced entities.. Or whatever the "technical" term is for it. This is a HUGE needed, as currently trying to make any customizable RPG with different characters isn't possible without having a different mesh for each and every character. Yes this will drop the bone limit to 64, but the trade off is well worth it.

     

    Also source owners, could help a lot in these areas if Josh lets them. They already have the source...( I currently do not know if they do already or not)..

  5. We have our soldier model. Here's my concept for a troop transport. The idea is you would get everyone loaded in this thing, then head out, because it protects the players and gets a lot of people to the objective all at once.

     

    If we get to where all we have is the soldier, one vehicle, two identical factories and a run down house between them, all on a bleak landscape, in a playable game, then that's fantastic.

     

    post-1-12662913703693_thumb.png

     

     

    Damn Josh, You should post that in the art section. That's some good stuff bro. :huh:

  6. http://www.pure3d.de/english-version/architectural-vizualisations-pure3d.html

     

    CG Renderings - Pictures are worth more than a thousand words

    In todays time media is growing fast and new phenomenons are arising everywhere. With CG driven visualizations we keep up the pace and help to evoke emotions. No matter is it's a simple indoor or outdoor visualization rendering or complex project.

     

    There are many sectors of usage. First planing stages, light and shadow simulation or doing catalogues to sell real estates.

     

    Even private people are using architectural visualizations today. Show your new home to your friends even if it's not build yet.

     

    Just thought I wold help you with a few typos..

     

    CG Renderings - Pictures are worth more than a thousand words

    In today's time, media is growing fast and new phenomenons are arising everywhere. With CG driven visualizations we keep up the pace and help to (evoke or invoke)If you are trying to suggest emotions, use evoke. If you want to pull out emotions from someone, use invoke. emotions. No matter if it's a simple indoor or outdoor visualization rendering or a complex project.

     

    There are many sectors of usage. First planing stages, light and shadow simulation or doing catalogs to sell real estates.

     

    Even private people are using architectural visualizations today. Show your new home to your friends even if it's not built yet.

     

    Nothing big, just giving you a hand. :blink:

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