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Posts posted by Game Producer
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Who's sad now?
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In Finland, summer begins June 21st and ends June 28th. After that, it's 11+ months dark winter, cold and snow.
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So, this summer then Josh, right?
That's the plan.
Summer ends in June, right Josh?
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huh, 5 pages of comments and arguments about expectations, graphics engine definitions, making games....
...and all I did was to ask "when it's going to be released"
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So, this summer then Josh, right?
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how soon?
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During summer? This year? Next year?
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Leadwerks Developer makes me feel like I'm working at Josh's company 8)
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LE prefix is just ok, nothing to worry there
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Was skimming it... your EN is good
good luck with this.
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I watched video. Saw some floating chap, and tiny font in editor. Sorry, cannot help
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Will Santa bring me LE3D this xmas?
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I'd perhaps try something like grid based system where entities would be hidden when they are in certain area (hideEntity stuff is not taken into lod consideration, to my understanding - I might be wrong though), and shown again when player approaches to nearby grid
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...in My Account > Settings > Content you like
it says "You have not liked any content yet" xD
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..of course you will have bunch of quads for rendering, but its not different than a rendering triangles in any other mesh or terrain and far as i can tell, it shouldnt be slow because u will merge them in to one monolith surface, or very few, depending on your design....for instance, well known bug in decals is easy overtaken by use of quads and you can have it much as you want, no slowdown..eventually you could determine quads budget for object you wanna create and apply output of perlin noise generator on to such quad space..something like that I have got in B3D, ages ago, and it was unlimited terrain you never reach its end..so i know its perfectly doable..again, for such structure, avoid building pivots for each quad, but only for final terrain..
Ah, of course. Do'h.
Okay, so to my understanding your code does this:
- adds 4 vertices
- adds 2 triangles ("attached/based on vertices")
- then does some magic placing vertices, which together help form a quad
- all these are inside 1 mesh
And basically, I could "just" add more vertices, triangles and move them around... to get meh quad done.
And then after I have my mesh, I can paint it.
And... hmm, what about physics. Is there tool for creating mesh physics via leadwerks, so that I get collisions? (in case the mesh is self-built)
Of course... there's still stuff like adding layers so that I can have my "sand" portion and "grass" portion using different materials, but that's something to worry later.
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Thanks guys.
I'm currently experimenting with such a "tool" I've made for LE2, which allows me to generate/modify LE terrain(not custom mesh) in code or editor, it's pretty easy to make. If you want to give this a try yourself, there's a lot of good material on this just google perlin noise to get started, or PM me if you have specific questions..
I could make a mini tutorial on this or I was thinking about releasing the "tool" once I update with some improvements and more features.. (see here )
This looks most interesting. Any chance for sneak peak on those 40 lines of code
It might be better to use tools like L3DT or EarthSculptor to generete a much more realistic terrain, and import that into LE (or modelling apps) .. you can also make good terrain meshes in blender/mudbox/3dcoat/etc (with caves, over-hangings, cliffs, etc)..
This won't do, as I'd really prefer that the terrain is created in the beginning of the game... and thus would make it possible to have new map every time you start the game.
..quad is basically single surface, consists of 2 triangles..its very handy and you can use it for just about anything, from building up terrains, up to particle systems with physics response, decals, and so on...anyway, here is example how to create a quad..I hope this helps..
Ahh, yeh, of course. Okay, I know quads
Although, won't those get darn slow... just think of it, you'd have quite bunch of quads to render?
P.S. Luv your goggles.
Thanks.... although I want an island rather than planet surface this might have some use anyway.
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ok, cool.
I don't need endless terrain, as I'm into creating an isle. I wonder how easy it would be to paint/texture the terrain properly - taken into account that sand should be near sea level, grass somewhere etc.
Any code samples or links to resources about these quads/perlin noise? I'm very unfamiliar with these topics
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forum search didn't find me info on this matter, so I'm asking here.
Will LE3D give some handy tools/options for generating random terrain?
Is there such tool available for LE2 already.
And if not... any insight on this matter on how this could be achieved?
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The engine automatically instances meshes when you load a file from the same path.
Ok. There goes my fancy caching tool then xD
CopyEntity() will instance CreateXXX() commands. ie. CreateCube(). If you do 10k CreateCube() they won't be instanced. If you do 1 CreateCube() and CopyEnity() on it 10K they will be. If you LoadModel() 10K times on the same model it'll instance it because it knows it already has it loaded.
Roger that.
FYI, in Leadwerks3D you can do this with all assets to load a new copy:
Model* model = LoadModel("mymodel.mdl",LOAD_UNIQUE);
Good to know, this is excellent addition and will help creater much lower file size (earlier I had to create several copies of my 10 meg humongous character file)
Currently I have the need to use the same geometry but different skins.
You instanced your reply, I see it duplicated!
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I luv you guys
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I tried mesh=LoadMesh and then 40x copyEntity(mesh), but the FPS numbers are the same if I just use 40x mesh=LoadMesh
My gfx card has instancing supported. Does it work with animated/material-painted meshes?
Leadwerks Engine 2.5 Initializing Renderer... OpenGL Version: 4.1.0 GLSL Version: 4.10 NVIDIA via Cg compiler Render device: GeForce GTS 450/PCI/SSE2 Vendor: NVIDIA Corporation DrawBuffers2 supported: 1 32 texture units supported. GPU instancing supported: 1 Max batch size: 64 Shader model 4.0 supported: 1 Conditional render supported: 0
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I just love this line:
"So I think the best way would be to make a completely new language, which is easy to remember and learn." xD
So... basically you are thinking sort of like a "wrapper" for C++ stuff?
So, you write your stuff in SuperBasic..
(Maybe it instead it should be Basic++
... and the system turns that into valid C++ code?
This sounds good, I'd have couple of thoughts:
1) Why not simply make "from Lua to C++" converter? If people are familiar with Lua, then they could keep writing using Lua while developing, but then just click button to translate that code into C++?
2) In what editor could I write this so that I can easily test my code without no extra clicking? I'd dislike the idea of clicking "compile SB to C++ and then another click "compile C++" before I can launch my game?
I actually like the idea a lot, because the reason why I don't use C++ is that it's bit too advanced for me. My maximum limit is somewhere around bmax syntax. C++ is bit hard to setup and pointers and all are bit too low-level for what I enjoy. If I was more skilled on C++, I wouldn't mind C++
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Ok, downloading. Coolio.
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I bought Ultimate Unwrap 3D Pro 3.x, and now have couple of questions:
1) First, how can I scale the model? My FPS creator model is superbig. I can scale in the game, but would like to know how to do it in modeling prog
2)A Currently my model .X file has one animation... with 3340 frames , FPS creator folks are not known for writing list of animations... so, any good ideas/practises on how to get list of frames for certain animations for this chap (model pack is Zombie Apocalypse btw: http://www.thegamecreators.com/?m=view_product&id=2241 ).
2B) Is there way to play just one frame in UU3D? (Or should I use Milkshape to check animations?)
Thanks in advance
Leadwerks3D networking? What there is currently? What's planned for the future?
in General Discussion
Posted
Pardon me if this has been discussed in other thread. I tried search but found no thread, so thought to post one. I have faint recollection that Josh did mention he wants to improve this, but not certain.
In Leadwerks3D, what kind of possibilities there are for networking? I know Josh has made Netwerks (never got hang on it though) system that can even be used with bmax in LE2.
Now, what about Leadwerks3D?
Will there be some sort of networking in the launch time? Should we use something external system (own enet or raknet or something). In case of using something external such as Raknet, is there going to some sort of wrapper that would tie Raknet functions easy to plug in?
This is not a feature request. I'm just interested to hear bit more details on what's been planned.
Also, please keep separate "currently there are" and "also these have been planned" in the answers