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Road Kill Kenny

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Posts posted by Road Kill Kenny

  1. Has someone heard anything from Franck2000 ?

     

    Franck tends to work hard for long periods of time and only occasionally visits the forum these days. I assume even less now days since his project only uses LE2

  2. Turn that all the way down (make it black) and then it'll look more like what you want, but to me it looks like maybe there is a crack in the top corner as well?

     

    When rendering you almost never try to copy the real world you rather try to simulate it (fake it).. Copying real world as it is is called physically based rendering and it doesn't have the best performance. Ambient light is a simulation of light bouncing of surfaces. It's too much to calculate all of those bounces and therefore it is faked with ambient light If you wanted to get worried about how stuff works in real world compared to rendering you might want to also worry about the fact that lights are rendered from object to the light and not the other way around. Or the fact that the world moves around the camera and not vice versa... all of these are details the end user never see's but doesn't realize either.

     

    Regarding the light going through walls you need to make the walls thicker. This is a very common rendering problem when it comes to lighting so I wouldn't call it a bug since I've seen it in just about any engine I've used. Also read herer: http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/

    If the CSG was actual CSG and not fake CSG then the gap would be closed when the CSG was merged and it would be ok even with thin walls but since its fake CSG it doesn't make one complete model.

  3. @paramecij :

    Well not played , but my dicsussion was more about indies small teams doing great, not if i played it or not, it was more toward 3D games only and original gameplay and style, somehting not explicitly written indeed, my fault.

     

    As mainly programmer's site , i undestant i better stop posting when i'm making some pause working in 3D assets.

     

    I found some others 3D sites more 3D artists and level designers oriented, we have constructive ideas gameplay and critics.

    So yes, better for me to post such discussions on that sites where we are not programmers.

     

    Still harping on about this Programmer VS "so called 3D artists" rubbish... Nothing much has changed here I see.

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  4. If irrlicht got approved by Sony i don't see why they would be against Leadwerks honestly.

    I don;t think sony cares in what the game is made, and if anything more tools to make games the better.

     

    From my udnerstanding engine is open gl 2.1 which is roughly directx 9 which is more than enough to make good graphic in games. (dx10 s.cks, and dx11 make the things run faster).

     

    I disagree on DX9 and GL2.1 being able to do good graphics especially next gen... but you're entitled to your opinion.

     

    Well.. Josh can prove me wrong then... I dare him... if he does then I'm wrong fair and square... if not then I'm right in saying its harder than it seems. We are yet to see exactly how indie friendly Sony's policies will be. However, until a time as all is revealed I'll remain a skeptic on the matter.

     

    that's all

  5. Link to the information about irrlicht?

     

    Usually the difficulty getting on console is more about becoming an approved developer which is tough. Then forking out a tonne for a debug console.

     

    Even if Leadwerks became a registered Playstation developer to make Leadwerks for PS4 then each individual person / company making a game with Leadwerks for Playstation would also needs to be approved.

     

    Although they are trying to be nicer to indie's these days they aren't going to let just anyone litter their games on the PS4 willy nilly. There will still be a quality process even if it is a little less strict.

     

    To become approved you need to have a working demo, proof of finance, be a legal entity and submit your / your team's CV + other stuff just as a pre-requisite to applying to be a registered Playstation developer.

     

    So basically before you can even think of developing for PS4 you need to have a decent working demo on PC before you will even get your hands on the SDK. Getting to that full working demo point is a mission in itself trust me.

     

    Anyway just thought I would shed some light on the matter. Don't get me wrong, I love Playstation and one day myself hope to be a registered PS developer but until then there is only one thing worth doing.. Making PC games that will get me / fund my way there.

  6. Unless you can make JNI calls to the OUYA Java API (don't know if you can with LE3) then I'm afraid it is be impossible without it being officially supported. If they release a C++ API it would be no problem but they aren't exactly very forthcoming with information about their progress on it. They pretty much ignore / dodge the question every time.

    • Upvote 1
  7. You have lot more chance to sell lot more a game on Mobile than new indie console.

     

    Yeh except maybe some people don't like mobile platforms... tongue.png

     

    That aside I have to admit the OUYA isn't very good as it stands. I'm still waiting for my release version to come in the mail (it's taking so long) but the current dev console which I have has a number of problems and the games are well... mobile games in High Def....

     

    That all being said it's not all bad if you're into those kinds of games and for the price tag who knows how well it will do in stores. I'm currently not very hopeful but maybe I'll be surprised... who knows.

  8. I think $400-500 is about right, depending on what parts you have lying around:

    • Motherboard + CPU = $150
    • GPU = $150
    • Hard drive = $50
    • Case = $70
    • DVD drive = $20
    • RAM = $40

    This isn't for top of the line stuff, but it will play any game out there today.

     

    Here's another example. Hardware requirements have gone up, but prices on the components here have gone down, so it kind of balances out:

    http://kotaku.com/5223590/a-500-pc-that-can-kick-crysis-***

     

    Indeed a you'll be able to play anything that currently exists but not necessarily next generation or on par with PS4 or XBox One. You also have to assume you have things lieing around. You're also missing PSU and Operating System from your list in the event you aren't going Linux or don't have Win 7 (I think Win8 is cheaper though).

     

    You also have to factor in that just having the statistics == on paper between PC & next Gen console doesn't mean they are equal, these machines are designed specifically for games and they don't have an OS that clogs everything up all the time. Of course after a few years of next gen consoles being out a cheap new PC would easily overpower it... just not quite yet.

     

    Crysis is an old game now...

     

    All that asside you are correct... You could do OpenGL 4 stuff easy with a rig like that.

  9. You know what for the first time ever I actually agree with something YouGroove said.

     

    Look I understand that you don't care how much time it will cost but that is not the issue here. The issue is more like you won't ever finish... I'm not trying to look down on you by saying that... tbh I couldn't do it either and I don't think anyone here could do it unless they had a team of maybe 100 professional developers working for them. MMO's are a death trap for any developer starting out. There is a good reason why they are made by absolutely massive developers with bucket loads of money.

     

    This sounds harsh but save your self the trauma and make different types of games starting with single player simple games and going from there. If you ever manage to amass a large amount of money and a large studio then I'd say go for the mmo but until then you might need to hang tight.

     

    Even big companies that make mmo's fail all the time. Take a single player game and times the difficulty by a factor of 25 and you might reach the difficulty / workload of making a half decent mmo.

     

    That asside welcome to the wonderful world of game development and banging your head against your table on a daily basis wink.png it's good fun!

  10. Scarlet that's true when you factor in the Australia Tax. In America 400 could be right

     

    Could be but I'm skeptical. In Aus you might only just manage to get on par at $800.. I recently read a US article about this same issue saying it would be more like $600 in to get on par with it.. still its not much more but thats beside the point.. its still a 33.3% increase in cost.

  11. For $800 you should be able to buy a decent machine that supports OpenGL 4

     

    A kickass gaming PC should cost about the same as a next-gen console and give better performance.

     

    I can't say I agree with this.. $400 for a "Kickass" gaming PC? This doesn't sound right... Also don't forget that PC's are running a lot more than just a game so they require extra oomph. i.e. You can for sure easily make a PC that will last out almost 2 generations of console but it will cost a lot more. Don't forget you also need to buy an OS for a PC.. unless you go Linux.

     

    That asside this is about PC building so here's my 2cents:

     

    If you make a mistake and pick the wrong motherboard then you could also stuff up your graphics card upgradability. If you want to be able to upgrade it in the future you need to have at least one PCI-Express 3 slot on it.

     

    Also if you plan to upgrade you need to either buy a power supply that has room for upgrade or be prepared to buy a bigger one later... The less you spend the less upgradable the system becomes.

     

    But as I said $800 will get you what you want easy.

  12. I find rigging of humans to be one of the more difficult tasks to get right yet one of the most important tasks to do right to get nice realistic animation. To solve this problem I bought myself “Humane Rigging” Blender video training.. it’s pretty awesome as it teaches you all you need to know.

     

    Also I can vouch for the 2010 Blender training series that TDan mentioned above.. It basically told me everything I needed to know about Blender when I made the switch from 3Ds Max. Awesome and comprehensive video training which no amount of Youtube tutorials could stand up to.

     

    Other than that there is always Youtube as TDan has said already.

  13. Looks nice but gameplay outweighs graphics every time!

     

    The gameplay in both of these games are awesome. But heck that doesn't mean there is no chance for indies. Sometimes super realistic graphics isn't the be all and end all.




  14. If you have a project on LE3 you need to know either C++ or LUA, if you use UDK you need UnrealScript (similar to c) other engines use other languages and there usually similar but take "adjustment time". However, if your a 3d modeller who know's how to sculpt, unwrap & skin in photoshop - Who care's what engine your using? Your more flexible and can even begin production before an engine is arranged. You can work on projects over 5-6 engines without ever purchasing a engine yourself...lucky git's. Unfortunately they do tend to be paid less by about $10k i think it was last I checked.


    You answered your own question.... of course you would get payed more if you had to adjust all the time to each engine..

    Also good 3D Art doesn't make a game.. it makes a game look good.... That's not to say it's not very important because it is. However, without the code all you have is 3D art. Also, Generally more boring jobs get payed better because there are less people doing it as well. Luckily if you don't consider it boring there's no problems ;)
  15. ..if you want success in either one, game design or programmer in game dev work, im afraid you have to let go, most of your social life, and spend some really lonely time, figuring out tons of the things, looking so simple and fun, on the first sight..thats the hardest part..once you walk trough that, things could eventually turn to be very nice and fun to work, if you and your team, survive by then, in such harsh business environment such as game dev..

     

    nod.. nod... totally the feeling of sacrifice is so true. I've had to sacrifice so much for this stuff I sometimes wonder if its worth it. Of course it is! haha.

  16. I've been a Civil Engineer for the last 3 years after graduating from University. I feel the same way as you in the way that it's not for me. i.e. I hate it with a passion. I picked up game development 2.5 years ago and studied at the Universtiy of "Google Search" biggrin.png . I have looked into going to University but I've come so far in that 2.5 years that there really isn't much point anymore. I have some friends that went to Game Schools and they don't have any more to show for it than myself..

     

    That's not to say there is anything wrong with going to University for Game Development but it's not the be all and end all. Ultimately you will only be as good as your shear will and determination allows you to.

     

    One word of warning.. Do Not enroll in a "Game Design" course... These are money making courses filled with "idea" people that will get you no where. If you go to University, Major in either Game Programming or Game Art. I have a friend who has finished his Game Design course a few years ago.. He cannot do anything with it and his idea's are still terrible.

     

    The reason for this is that a Game Design position is a senior position. In bigger companies you usually start as a programmer, tester, or artists... then you might go higher and eventually become level designer.. then maybe after 5-10 years + you'll be a game designer IF you are cut out for it..

     

    On the other hand if you are an indie developer making your own game... Game Design ain't gonna do nothing for you if you can't code and do art. Game Design is not black or white and is subject to people's opinions.. best go with the sure fire programming or art where everything is defined.

     

    The other problem I find with University is that you are often held up doing things you don't actually enjoy. This can lead to demotivation and get you caught up in wasting a lot of time... If I think about it... 4 years in a game Development course... What could you achieve in that time on your own? Everyone is different and I learn best on my own... so maybe your answer would be different.. that's for you to figure out.

     

    Anyway hope that helped.

  17. 1. Set the matrix of the missile to be the same as the character / object firing it..

    2. Move the missile to whatever offset you want. i.e. the character position will be on the ground because of the controller you'll have to offset it to be in front of your cannon.

     

    All the functions you require are here under Movement: http://www.leadwerks...ference/entity/

     

    Alternatively if you can get the position of the "cannon", if there is one, then you would base your offset from there.

     

    Sorry I don't do lines of code.. That's for you to figure out. After all I don't even own LE3 but regardless of engine that is what you would do.

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  18. Each character should be its own instance of your character class.

     

    More specifically code a base class for generic characters that has all the functionality that every character will 100% need. Then for specific character functionality derive a new character class by inheriting from the base class.

     

    You should store the handle to each character in some kind of list. Personally I usually make a level manager class which is responsible for holding this list and updating each every frame...

     

    I can elaborate if you wish..

     

     

  19. Given Josh's latest comments about blurring the lines between modding and indie development YouGroove may get his wish of just modding an LE game Josh makes.

     

    I don't get it.... there are so many good games out there to mod already made by big companies with 100s of employees... I don't see the point...

     

    Also... I think everyone is putting a lot of weight on this 1 comment Josh made... It's not like he hasn't changed his mind a lot in the past.

  20. The graphics sucks in that video... not sure what your talking about.. doesn't even come close to a quarter of a PC.

     

    No hardcore gamer wants to play a game on a flopping mobile device! I tried seriously.. I hated it

  21. My prediction is that this will never happen. At least not in the way you want it.

     

    Reason being... There are freaking books and books and books about the different aspects of making games... To go step by step, to the degree that you seem to be asking, for a half decent game would be a monster... A monster that I so much doubt a Game Engine Developer has time to tackle even with help... I'm not sure anyone who has the skill for this has the time... since most people are making their own games.

     

    Ain't nobody got time for that unless they are indeed writing a book. Anyone who says they can actually do this and have time for it are either sweet talking you.... or is ignorant about the matter (or is actually writing a book ohmy.png )

     

    And one final note:

    • Upvote 1
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