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L B

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Posts posted by L B

  1. It would stop him from making an MMO because at 17 you have many other things going on that tend to take priority. If you really want to make an MMO around that age, once you are done with high school, don't go to college. Instead, work on your MMO, because you won't have time for both. But of course about .01% of the population who wants to make an MMO at age 17 will ever do that because it's not logical. When someone does that and it works we call them great, but for all the people who do that and it doesn't work we call them stupid. It's amazing how fine the line really is between great and stupid.

    Great is if you succeed, stupid if you fail.

  2. How about the decision/conversation tree like thing within teh editor. So that it is very natural (and simple) to make decision trees sort of like the ones in Mass Effect only we can style them to look anyway we like? Can you embed that functionalatiy into the node graphs =)

    A tree generator is the only thing I'd use Lua for, if I had a decent algorithm. It would be great to just drop a tree model in the scene, and have it create a random tree instantly. :)

  3. 17 falls into the kid category, sorry.

    However, I don't see how this would stop you from making a MMO. If a 1-man-army can make a Cry-like engine, why can't 3 people make a great game with it.

    Again, as Josh and I said, take the time you need and keep your motivation.

  4. Learn a language thoroughly, then use it. Of course, it will take you a tremendous amount of time to make your own MMO - I don't think it's *impossible* though. Perhaps improbable. Depends on your motivation.

  5. The Editor scene will be usually good only for initial game scenes, since when you add some dynamic content to your scenes, you need to load/save the dynamically moved objects anyway. This happens already when you implement a simpe savegame/loadgame function. You can use Blender or 3D-Coat as terrain editor, since then you can also do 3D terrain sculpting, and you can place the terrain pieces in Editor.

     

    I hope LE3 will have a decent 3D terrain editor like Crysis or C4, since it really lacks behind in that part.

    I hope as well, although I can't say it "really lacks behind".

    Besides, using a 3D modeling program won't let me preview in real-time what my scene would look like.

  6. I have a crazy load of ideas possible if extruding terrain was possible. (i.e. not only a heightmap).

    Now I know this is possible with modeling, but the process is tedious and kills all creativity or productivity. You can't experiment and see what you like in the editor.

     

    So, in theory, would there be a possible way of doing that? I read some references to CE and voxels, but I'm not sure. Anyone cares to develop?

  7. Is realistic that your new custom engine and official engine sources will be "merged" in the next future before LE3?

     

    I ask this because I have a few projects on the table which I would like to work on and personally I'm not so convinced to want to rely on unofficial version of the engine (one thing is a wrapper, another is a custom lib). My other solution if I don't want to wait for LE3 (and its I hope finally managed code or official wrapper) is to use (and update if needed) the old 1.32 headers.

    I don't know for Tyler, I intend to provide support for .NET in LE3. Besides, you can use our DLL in any language too - only it won't be wrapped.

  8. Why would it be slow? What did the code look like?

    In C#:

    CustomDrawText(string text, Font font, int x, int y)
    {
    Font old = Font.Current;
    Font.Current = font;
    Core.DrawString(text, x, y);
    Font.Current = old;
    }

     

    (P.S.: getting the current font requires .NET headers/the custom engine Dll)

     

    I don't know why it's slow, but it ate all my FPS. I was at < 1 FPS.

  9. In LE3, I'd like to see some Object-Oriented font working, instead of always only current.

     

    Example:

    DrawText(string text, Font font, int x, int y);

     

    I've found it particularly needed when making an interface with multiple components.

    I did try to make an OO hack around it with our headers, but it's incredibly slow.

     

    (Or even better, with a Vector4 color parameter.)

  10. I have solved the CallbackOnCollectedDelegate problem. Simply, have a reference to the delegate that is alive as long as you need it.

     

    Therefore, instead of using:

    e.Callback(new EntityCollisionCallback(...));

    Use:

    EntityCollisionCallback c = new EntityCollisionCallback(...);
    e.Callback(c);

    Then, simply make sure "c" stays alive (is referenced, i.e. accessible in any way) as long as you intend the callback to run.

  11. I have a couple of requests for 3.0

     

    1) I wish "UNDO" function in the world editor! I really miss it!

    2) I wish a function to automatically rotate a model to the normal of the underlying model. I explain: sometimes I need to put a model over another one (for example putting a fence over the terrain), but if the underlying model (e.g. the terrain) is not plan/horizontal then it is difficult to the the right angle for the new model (e.g. the fence). So I wish to align my "fence" with the normal of the terrain. This function exists in other engine editors e.g. in UDK) and it is VERY useful!

     

    Thank you! :-)

     

    EDIT: I have another request for the editor: I need a more sophisticated way to search objects. For example, take a look to Unity engine searching feature ;-)

     

    EDIT 2: Another request in the editor: camera movement speed (using WASD) should be placed in the main form, since it is useful changing that value in order to manage small details or large area :-)

     

    @E2: Use the shift (faster) and control (slower) modifiers.

    +1 for normal placement though.

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