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Road Kill Kenny

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Blog Comments posted by Road Kill Kenny

  1. I think the sucess of SteamOS amongst console gamers relies a lot on whether they can put out a standard SteamBox machine which is garunteed to play all the games… just like a console. It has to be affordable too. Without that it's no different to hooking up a PC to the TV.

     

    Many console gamers say they like console because they put the disk in and it works garunteed...

     

    I think the major advantage here is that you can share all your games between your console and your computer without ever having to buy them twice. You get to enjoy the best of both worlds at low prices... i.e. relaxed on the couch and hardcore at the PC. If I were to buy all my Steam games on Console (which isn't possible) it would probably cost me $10,000 + (at least in Aus)

  2. It might be a little advanced for most people, but I would love an article about shaders.

     

    Best way to learn shaders is to read some OpenGL tutorials. Even if you aren't interested in OpenGL itself, you will very quickly learn how shaders work and how to use them.. Then adapt that

  3. I can't think of a worse way to learn than from a full example game. It's a good way to get your brain stuck in a box... learning the tricks and never really learning the concepts.

     

    @YouGroove: Have you ever noticed that when you buy a new car then you often notice the same model of the car on the road a lot more often.... same thing happening here......

  4. Ok I'm not "bikshedding" here I'm just asking out of personal interest. If you are copying the argument... wouldn't it be quicker to copy something of a smaller size.. It just seems logical that it would be faster to copy something smaller in memory than something bigger.

     

    And yes I do realize that this isn't the only thing relating to speed but I'm just wondering about this aspect specifically.

  5. That's just the way Recast works:

     

    Well that is just very sad considering recast claims to be world class....

     

    Are we at least able to set this one and only size? or is that completely fixed?

     

    I have to really think about this now. I don't know if I can even make my game on LE3 anymore sad.png.

     

    Will there be any way to turn off the LE pathfinding?

  6. Controllers are all the same size, due to their use of the navigation mesh and crowd avoidance. If you were doing something special like a giant boss, I would skip the character controller altogether, because it's a special case and something like that would stay in the same area. It's a limitation, but everything good has constraints.

     

    This sounds more like a shortcut than a "good constraint". This means we're limited to human or very humanoid characters in the game.

     

    This screws me up a lot tbh... I don't have any giant robots but I have a lot of things with different sized controllers. If they aren't different sized they would look stupid intersecting with each other or colliding with things that don't exist...

    • Upvote 2
  7. Graphically it looks really nice. I like the look and feel My only biff with it would be how the speed she runs doesn't match the animation.

     

    One way to get around needing a hairbrush thing is to have a standard idle animation and then a list of emote like animations. Every time the idle animations ends you have a certain chance that a random emote will be played. It seems to work pretty well.

     

    Good work. Keep it up.

    • Upvote 1
  8. I have finished the standard patrolling behavior for the mobile NPCs. I can now set up a mobile NPC in the editor and give it a pre-determined patrol pattern in the editor that utilizes the path finding grid that I made. That is all working well now.

     

    Now it is on to the attacking behavior. I want the units to pause for about 0.7secs or so and simply look at the target before sounding the alarm and then pursuing the target. It will change to a retreat state if it looses too much hp and a seek state if it loses sight of the target. To facilitate these movements I added two new functionalities to the Controller Module including:

     

    int TrackEntity(LE::TEntity tgt)

    int ChaseEntity(LE::TEntity tgt, float proximity)

     

    These functions will automatically track and chase the target entity from the character controller module without the behavior states having to do any more than just call these functions once to initiate the appropriate movements.

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