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wailingmonkey

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Blog Comments posted by wailingmonkey

  1. yep, as macklebee suggests...hoping to have speedy camera acquisition of

    specific items as well as just a handy way to 'frame all' of your models in the

    scene. The option to exclude the terrain being available for huge maps that may

    have just a 'cluster' of models somewhere on a large terrain, so framing to

    the terrain as well could be fairly useless.

     

    Also, would be very nice to be able to assign one's own hotkeys/mousekeys for navigation.

    I'm used to the 'Maya-style' and would find *only* WASD to be inefficient.

    smile.png

  2. lol, tournamentdan (instantly hums benny hill jingle)

     

    Josh, having these extra parameter controls accessible will be of

    great use! (I'm liking gamecreator's ideas as well)

     

    depending on how fps-costly this is, I could see this also being immediately

    applicable to adding secondary 'non-conflict' life to a game world--thinking

    flocking fauna (fish, birds, etc.) or man-made stuff like background airplane paths, cars, etc.

    The idea would be to set 1 'hero/leader' NPC on a path and have instances

    or other NPCs flocking behind. In this regard, some built-in randomization or

    noise/turbulence to the accuracy of the path-following would be handy too.

  3. "but I think without a visual display of everything you have access to, it's not much fun."

     

    this is the ultimate reason why programming and me don't mix...not enough immediate visual feedback

    as to what changes mean in getting at the end-result I'm seeking.

     

    So the bottom line for me personally is: Bring on the Flowgraphs! (and the power to tinker with their

    internal properties and observe how the objects they are attached to get affected in realtime)

    :)

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