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L B

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Posts posted by L B

  1. Developing a game without even a skybox or distance fog is just not the same atmosphere. It's purely annoying. Plus, I will go on coding in C#, so it will eventually have to be done.

    Josh, you are bombarded by feature requests, so it is totally understandable that you might just not do this until a very, very long time. This is why I'm going to try to do it on my own, unless you have a good reason to keep me from doing it.

  2. I have emailed Josh and he said he had too many things to do at the moment to do it.

    Now the thing is, I'd do it, although I need some help on things, and people don't seem to know the answers:

    http://leadwerks.com/werkspace/index.php?/topic/476-why-is-my-camera-not-clearing/

     

    I'll just go copying and translating the whole framewerk code, then debug it. But that's long and hard, so it will take some time.

     

    Lumooja, could you compile us a Framewerk with exposed commands?

  3. Alright. Then why does my screenshot look somehow bad? Somehow flat?

     

    EDIT: Just saw Josh's post. I get it, my hue is less colored. But still, there's something missing, don't you think? (Beside a character)

  4. I'm comparing the atmosphere and look of my maps so far to various RPGs. I came across what is considered to be "Top-notch" in terms of graphics as a MMO, Aion.

    Although the graphics aren't so stunning in my opinion, they still have some kind of mood I lack.

     

    Any idea on how to get it? I already tried a warmer ambient-light, but it's no use.

    GraphicsComparison.jpg

  5. I'm working on C# and trying to get a skybox to work. I followed the rather old PDF tutorial which seemed rather logical.

     

    I have a cube and a skybox behind it (well, ideally).

    At the moment, I get either the cube or the skybox, depending on which world is initialized last.

     

    The 2 following examples are the same, except that in the first one, the Main world gets created before the Sky world, and in the second one, the Sky world gets created before the Main world. Thing being: The last world created is what I get on screen.

     

    Examples:

    1. With this code, I only get the skybox:

    public static void Main()
    {
    //Initialize
    FileSystem.AbstractPath = @"C:\Program Files\LE2.3";
    Graphics.Initialize(1440, 900);
    
    //Main
    World world = new World();
    Camera cam = new Camera();
    cam.ClearMode = CameraClearMode.Depth;
    Buffer lightBuffer = new Buffer(1440, 900, (int)BufferType.Color | (int)BufferType.Depth | (int)BufferType.Normal);
    Mesh.CreateCube().Position = new Vector3(0, 0, 5);
    
    //Sky
    World background = new World();
    Mesh skybox = Mesh.CreateCube();
    Camera skycam = new Camera();
    skybox.Flip();
    skybox.Material = Material.Load("abstract::Sky01.mat");
    
    while (!Keyboard.KeyHit(Key.Escape))
    {
    	Timing.Update();
    	World.Update(Timing.Speed);
    
    	Buffer.Current = lightBuffer;
    
    	skycam.Rotation = cam.Rotation;
    	World.Current = background;
    	World.Render();
    
    	World.Current = world;
    	World.Render();
    
    	Buffer.Current = Buffer.Back;
    	Light.Render(lightBuffer);
    
    	Graphics.Flip();
    }
    
    Engine.Terminate();
    }

     

     

    2. With this code, I only get the cube:

    public static void Main()
    {
    //Initialize
    FileSystem.AbstractPath = @"C:\Program Files\LE2.3";
    Graphics.Initialize(1440, 900);
    
    //Sky
    World background = new World();
    Mesh skybox = Mesh.CreateCube();
    Camera skycam = new Camera();
    skybox.Flip();
    skybox.Material = Material.Load("abstract::Sky01.mat");
    
    //Main
    World world = new World();
    Camera cam = new Camera();
    cam.ClearMode = CameraClearMode.Depth;
    Buffer lightBuffer = new Buffer(1440, 900, (int)BufferType.Color | (int)BufferType.Depth | (int)BufferType.Normal);
    Mesh.CreateCube().Position = new Vector3(0, 0, 5);
    
    while (!Keyboard.KeyHit(Key.Escape))
    {
    	Timing.Update();
    	World.Update(Timing.Speed);
    
    	Buffer.Current = lightBuffer;
    
    	skycam.Rotation = cam.Rotation;
    	World.Current = background;
    	World.Render();
    
    	World.Current = world;
    	World.Render();
    
    	Buffer.Current = Buffer.Back;
    	Light.Render(lightBuffer);
    
    	Graphics.Flip();
    }
    
    Engine.Terminate();
    }

     

     

     

    Now questions on what my problem is:

    1. Am I missing something obvious?

    2. If not, is there a problem in this code?

    3. If not, where do you think the problem is in my wrapper? (I doubt it is)

    4. If not, where is the problem in Leadwerks?

    5. If not, let's pray together?

     

    Thanks a lot in advance. I know you're not used to C#, but it's more than understandable to anyone who can read. :D

  6. The server always should have the final word, eg: People who travel too fast or make impossible shots should be banned. When using 32 controllers you will inevitably encounter differences between players, and then what?

     

     

    Multiplayer gaming must indeed support lag. But I never said/meant to say that a static player should be sending data to the server. Vectors can indeed be sent, many other things as well. However, I disagree the server should send data less often. IMO, the server should send MORE often because you'll be using the UDP protocol and don't know whether players received the data package.

     

    So basically you're saying: "Send the data a couple of times, just in case it doesn't get there."

  7. For 3D modeling, it depends on your skill, budget, or whatnot. Blender is a good free solution, although, in my opinion, the learning curve is horrible. I used Milkshape 3D for some things, but I'm not sure everyone likes it.

     

    For converting to DDS (the only texture format), there are tools in the download section. You can also use the free Paint.NET and plug-ins for the free GIMP or Photoshop.

     

    For making textures, interface, design or whatnot, the GIMP, Photoshop, Paint.NET, whatever. You can also use TGC Texture Maker, which is a good tool, although you will have to save in a format and then convert it to DDS.

     

    I'm not much use on 3D modeling because I haven't learned it, but I guess others have suggested pretty good options.

  8. I think you both got multiplayer gaming wrong :D The player sends a force vector to the server, which then does the same on his own game, and sends the force vector to all other clients also. So if nobody moves for 5 minutes, no data is sent (as opposed as in bad network code, where the positions are sent in regular intervals, regardless if they have moved). Multiplayer gaming must also work offline, and support bad network lag. This is done by sending data less often, or not at all when its not needed or possible, however the gameplay of the players should not be affected for other things except the multiplayer aspect then.

     

    Good call. Let's hope curving doesn't mess this up too much. ;) Will start networking sometime this month for my game.

  9. Try using 20 character controllers doing their thing...

    And a lot can be done with multi threading, I support TylerH's vision on this.

     

    What would be really great is leadwerks adapting his specs for lower end computers...

     

    For the character controllers, I agree.

    Although lower specifications support is quite impossible, since some of the basic shaders, i.e. query, require Shader Model 4.0 (unless I'm mistaken, that's what I recall from the previous forum).

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