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Blog Comments posted by Road Kill Kenny
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Don't you think Josh looks a but like Robin Williams in that last shot.
Oh and what was Robert's response to Josh's question? I'm interested
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Good to hear that things are happening and good to hear that there is a strategy in place behind it all. I'm looking forward to seeing what will become of all this.
My week has been good thanks XD. Had my last day working on the Gold Coast Rapid Transit and starting monday I'll be working jsut 5mins drive from home. That means 2 hours less travel every day = 10 hours per week = A lot more time that i can put into game dev.
Looking forward to seeing the functionality of LE3D so I can start designing the technical side of my game. But as that's not available yet I've been deep into designing the gameplay and mechanics of the game as well as researching / documenting a new artwork pipeline with MakeHuman, & facial mocap technology XD. Having a lot of success.
Anyway, looking forward to your next blog.
~ Ken
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Welcome excited to see what you come up with.
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This is looking very useful. I am an Engineering Project Manager irl and I can see this being very good way to handle information and projects.
Thumbs up
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I don't think its as black and white as 'either or'. Why not both. Use C++ as intended and use Lua as intended... nuff said.
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I understand how you're doing it but It won't work for the way I set up my characters.
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Have you tried this yourself or is it just your theory?
Not trying to be critical of you I'm just interested because the issue seems a bit more complex on my side. Its a bit difficult to fully explain with words what's going on. With the way I understand it your explanation wouldn't work either.
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Haven't worked w/ LE in a while, so there might be some reason I don't remember why this wouldn't work, but how I always handle deforming clothing is just to have every possible deforming clothing item weighted to the same armature and exported in the same file as the character, but as different objects. Then in the engine just disable all the clothing that they are not wearing. I've used this method before and am using it right now for a game I'm working on and it works great.
This does not work with customisable characters. The armour has to have its own bones so that it is exchangeable.
@Paul Yup thats what I plan to do XD
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I think your boots deforming means they use the skinning shader and have animation data, which is definitely not what you want. If you change that and still have any problems, I would like to see.
I'm not sure I understand. Is there another way to have the boots deforming with the bones without the skin shader? The boots aren't rigid so they 'must' deform with the body to some extent. If I take off the skin shader (which I did just to check) then the boots simply don't deform at all and it doesn't work.
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I have to agree. The number of times I've come up with a solution while explaining the problem to someone... and most of the time the someone I explain it too doesn't not understand programming but it still helps find a solution because you are pouring out your thoughts into words and for some reason that makes things make more sense.
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Very interesting idea.
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ooohhh summer release hey... Goodness you almost gave me a heart attack. But I am all better now that I have remembered that I am in the southern hemisphere so your summer is my winter hence... much sooner than I first thought when I read that hehe.
Nice work btw.
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hehe Awesome.
So I guess I'm a tough cookie.... hehe Actually you are right... Australians are a brutal audience when it comes to games it seems.. Though I've never felt that way myself.
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Cool. Nice find. I think it is rather silly how they are trying to sue people that put their stuff in video games when its not a major part. These are things that people see in everyday life. Though I do agree on one point. if the draw of the game is the fact that you can drive a Ferrari 'whatever' then that is a different story.
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This is pretty cool.
So just a question. Would my RakNet in Leadwerks tutorials be better off in the Asset Store. They are mostly video tutorials on Youtube with downloadable examples in case the user gets lost.
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Haha I was actually thinking of making multiple season versions for one of my scenes. I wouldn't go to the extent of using SQLite though.
I'd imagine you would also want models to only be changed if they are not in the view of the camera. Could look funny if things suddenly pop out of being hidden.
Could be done in LUA, C++ or whatever you want really. Don't see why not any language.
Its a good idea go for it. Will take some effort of course but all things worth doing do.
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Lol u guys are all taking this the wrong way. The idea here is that generally as you increase the size of a team of programmers for example: productivity PER PERSON will decrease due to time taken stepping on toes and communicating between team members.... It's an un deniable fact. The key words here are 'Per person'.
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I totally agree with all of this. I've always thaught about getting help but then I think twice on the stepping on toes effect and I decide to do it myself. Thanks for that Josh it's good encouragement
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This is very very cool and rad
Snow Day
in Development Blog
A blog by Josh in General
Posted
and maybe you should turn on the Godrays as well