L B
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Posts posted by L B
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That's sad, it really impacts performance in a game where cliffs are used as separators (i.e. RPG). The more I use LE, the more I realize it was made for FPS.
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I don't see why this is an issue, scaling is not functional at the moment. The gizmo size shouldn't affect your work as you shouldn't even change it.
Nevermind, I just read you were talking about far away objects. Then yes, you make a good point.
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I'm rather surprised that OGL says that automatically, because let's say I'm on one side of a cliff, and models are on the other side, my FPS rate goes down if I look in this direction.
Sucky schema:
Cliff Models ___/\___ < Camera FPS: 20
Cliff Models ___/\___ Camera > FPS: 50
Even though not one model is visible in the first case, I still get lower FPS. Maybe because it doesn't work with Terrains/Vegetation?
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Feel free to use in any LWE project (just don't sell it )
What if I want to make my game commercial? Any pricing?
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Heh, I like the part where you say I'm not artistic. I just don't want to invest time (which I don't have) in learning 3D modeling. I'm already doing the coding, directing, managing, web design and in-game design for my game, I just cannot model the 3D too.
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Richard has done it.
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It's rather long to close and reopen the editor every time I change a material or a model, especially since settings don't save. We used to have a "Refresh tree" button, but it's gone.
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Hello : )
I was wondering if any 3D artist with spare time could make a simple old-style fence model for me, and a couple of variations if this artist has a lot of time
The style I'm looking is a little Fable-ish, or any medieval RPG style, shown a bit in this picture:
Of course variants are welcome.
I'm willing to pay a small amount of money for the fence if they match my requirements.
Credits will be given accordingly.
Thanks a lot in advance
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Most people couldn't program a MMORPG themselves, as they are very hard to do. There are companies that specialize in making MMORPG engines, but they don't look anywhere near as good as the Lead Works engine - but at least they are ready to make an MMORPG with. Research those engines thoroughly first, because some claim to be more ready than what they really are.
I'm tackling on that task, and so far, it doesn't seem impossible at all. UI, movement, networking, all quite easy with Leadwerks + C#.
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Because the physics and scene graph have a minor load on the CPU/GPU, therefore I think people (Josh) doesn't like the work for gain ratio.
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Multithreading + OpenGL cannot theoretically be done. Although HDD I/O could be multitheaded, but it wouldn't boost much performance.
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Yes, but remember it is a hard and tedious task.
Although Leadwerks is probably one of the best engines to start with, it will take you time and determination, as well as programming skills. I would suggest either BlitzMax, C/C++ or C# knowledge.
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It might be me, but apart from the water height, there is no point in setting either position, scale, or rotation, or anything else for the atmosphere, waterplane, and lights. I don't see why dragging should be enabled, even once.
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Unfortunately Aliens are nearly always depicted as the bad guys..
Meh, nothing in this short movie says the U.S. army hadn't sent a nuke on their planet before. Highly unlikely, but probable.
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If the ultimate goal the of giant robots was to group up and nuke the city why bother shooting missiles at first? Strange.
It's called emotional scenarios. You're not supposed to be bright enough to ask this.
Go code, if you're so intelligent.
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The problem I see, is they have spent so long getting it to that stage and still haven't made a game they can sell. The other problem I see with procedural games, is they can create infinite worlds, but what you do when you go to any place, is pretty much the same as what you do in any other place. Of course some people like that kind of thing.
I have a question for anyone that knows. If landscapes are procedurally generated, does that mean they cannot be edited?
There is no commercial game made with Leadwerks either, so this is just not relevant.
Also, you can save procedurally generated maps on a server (or just their seeds), once, for instance, the user has decided to establish a colony on a planet.
If landscapes are procedurally generated, you also need to save them in order to edit them. You could easily retrieve vertex information and model positions (or placement maps) of the procedurally generated map and save it, then load this in an editor.
I am not really for the procedural generation nor for the streaming, although it can give out something nice in a game like SPORE. Else, I don't know why you would need it, especially with a 4096x4096 terrain. Even the most recent MMORPGs have smaller maps and no streaming.
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1. Yes
2. Yes
3. Yes, if you buy the $200 version
4. Yes, with very large (4096x4096) terrain
Basically, you're asking if you can make a GTA with LE. The answer is yes.
With LE, the moreoften, you are your own limit.
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How about implementing static LUA files or objects. Ones that cannot be dropped or instance. For example, the atmosphere, waterplane and ambient light (and currently the directional light) should not have more than 1 instance. They could be made un-draggable and static.
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Hey, C#'s got 3 votes. Can't wait until we get Framewerk compiled. Then we'll see an increase
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There's a camera spline script in the editor that can make these movies much smoother.
To be honest, I don't know how to create a link between 2 invisible entities. Shift-click doesn't work.
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He deserves his funds. It's stunning. Especially the introduction.
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Putting it as a feature request although it has already been discussed.
I'd like to start working on the C# integration soon
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Water plane is rendered to be infinite, therefore cannot be resized.
Multiple and scalable water planes is one of the popular feature requests.
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I noticed the editor automatically looks for Dot3 extensions on terrain textures.
Opening the dot3 DDSes, I was rather puzzled, they don't look like normals to me but apparently behave like some (or am I wrong?)
I have normals for textures, but I don't know how to make them in Dot3. When I use normals for Dot3, I get an overly shiny terrain.
Is there a way of using bump maps like we could in 2.2X?
Terrain Grid Points
in Programming
Posted
I'd be quite interested in seeing the code for the radius drawing.
Nice job, by the way.