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Niosop

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Everything posted by Niosop

  1. Probably more hassle than it's worth depending on your model. I'd just go the used desktop + graphics card route.
  2. I was going to wrap the Awesomium library so it was accessible via Lua inside and outside the editor, but then I noticed the licensing on it. Basically it's free for non-commercial projects but fairly pricey for commercial stuff ($5k per application). What I need to know is if enough people are interested in using it in a non-commerical project to make it worth my time, or if there's enough demand that Josh might be willing to negotiate a LeadWerks wide license agreement with him. The other option I have is to bypass Awesomium altogether and wrap up the Chromium API directly (basically duplicate Awesomium), but this is likely to be a lot more work. What do you guys think?
  3. If you could post one of the models I'd be glad to look at it and see if I can figure out what's going on.
  4. Couple of images: http://ian.umces.edu/imagelibrary/albums/userpics/10040/normal_iil-ian-jt-0008.jpg http://www.bulek.com/images/bc-trip/beaver_DSC7550.jpg The kind of show conflicting things, so really not sure how real waves react to land masses.
  5. Isn't that how it really happens? All birds eye views of waves I can find seem to show them all traveling in the same direction, but can't find any really good videos that show what I'm looking for. Maybe just close to the shoreline you have some breaking backwards, but not sure about that. Maybe switch shaders depending on altitude of the ground, so waves all travel the same direction, but you get a foamier breaking wave effect close to shore?
  6. Ahh, yes I'd forgotten about Nikko's work. Downloaded his ocean implementation now, will check license and see if there are any restrictions about porting it over to LeadWerks.
  7. Blender ocean tutorial for those wanting to do some on your own.
  8. Those were probably done just by using a sine function, so that would be seamless. I think that's how I did it last time I rendered an ocean video. It can do pretty much anything, especially since it's totally programmable in python. 2.5 might have better support for water, these smoke demos from 2.5 are amazing: I'll look at generating some heightmaps for you. Think just using a sequence of images would be best or playing back a theora video? What resolution and how many frames do you want?
  9. Blender of course And a ton of other ones if you search youtube for blender ocean.
  10. FFTW could be used to do the FFT calculations. It's GPL, but they offer other licensing if you contact them, no idea on pricing.
  11. Looks nice, did you send a message to him as well, or just that comment?
  12. Niosop

    Triggers

    If it's the name of the door then it's not the actual door object. You'll need to get the actual object. Maybe FindChild on the scene might work.
  13. Niosop

    Triggers

    That's not how Lua does if statements Try: if EntityDistance(fw.main.camera, metal01_1) < 5 then PointEntity(fw.main.camera, metal01_1, 3, 0.01) end
  14. From what I understand, playing the game is the same as playing on your own system. So hosts don't have to be in the same center, or even be on an OnLive system, it works like like it would if bought the game. You could host a game on an OnLive server for games that don't have dedicated servers. Games that do have dedicated servers will work just the same (a dedicated server somewhere), with the clients being run on OnLive servers. Limit is about 1000 miles to keep latency < 80ms. Satellites wouldn't help at all and would make things MUCH worse. Geostationary orbit is 22,236 miles, so latency is VERY high bouncing stuff off satellites. Light/radio waves travel the same speed (roughly) via fiber underground or via radio waves to the satellite, so using a satellite would make it about 22x too slow for OnLive.
  15. I think Rick was saying that it would be dumb to write two different paths, one for <80 ping and one for >80 ping. Don't think he was talking about OnLive at all.
  16. Is that part of the OnLive API? I don't think direct memory access would work because you can't guarantee that the clients/server will be in the same datacenter, much less the same machine.
  17. Hopefully it'll be launched by then. One thing that is applicable directly to us now is the 80ms perceptual threshold. Going by that, you could do the network code w/o any client side prediction as long as round trip was <80ms, but would have to add some client side prediction at higher latencies or you will notice the lag between pressing a key and getting a reaction from the system.
  18. http://www.escapistmagazine.com/forums/read/7.164873-OnLive-Fully-Detailed-in-Columbia-University-Presentation Decent presentation of OnLive.
  19. No, not any time soon anyways. Architecture is totally different, and even if the main engine was ported over to compile for the PS3 it would run like ****. PS3 has a relatively weak general purpose processor, so if you don't code to take advantage of the SPUs then it performs horribly. If you switch the physics system over to use Bullet that would help a little as it's optimized to work w/ the PS3 architecture, but that would be just the first step and you'd need an LE source license to even think about attempting it as the current DLLs are compiled for x86 not PowerPC.
  20. Recast integrated into the engine and editor would be awesome. The other 2 big ones on my list are more terrain textures (any feeback on my idea for an implementation?) and a more robust emitter system. UE3 is a decent engine, but it's really the tools that it provides that make it what it is.
  21. Niosop

    iPad

    Most Apple products are too expensive for what they are. Nice hardware, very pretty software, but overpriced. But yeah, that's basically what it is. Unless you jailbreak it (and thus void any warranty, risk them bricking it w/ an update, etc), then you can only put stuff on it via iTunes and the AppStore. No Flash, no Java, no scripting languages allowed, etc. And there are systems like that. Boxee is a great software solution and is coming out w/ hardware that runs it. There's a couple other similar devices around. Add in Netflix streaming and Hulu desktop and you have a pretty decent solution.
  22. Niosop

    iPad

    Ahh, ok. You might not meet the criteria dictated by the code.
  23. Niosop

    iPad

    Them's fighting words Might wanna be careful, I'm just finishing up a non-stop marathon of seasons 1-3 of Dexter....once I run out of episodes I might need to start making my own.
  24. Looks like this should be a fix that's applied for everyone, not just for this specific case, right?
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