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Blog Comments posted by gamecreator
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Very cool. Not to nitpick but maybe the vegetation render distance could be farther out, especially the bush (which seems to pop in very close). Otherwise it's already starting to look like parts of a game. Reminds me a lot of GTA.
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480p? Get some 4K, or at least 1080p going. That said, great progress.
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I'd be really curious what it would look like at a good bitrate and as video instead of a GIF. As a GIF it looks a bit weird. But if it's just to give us an idea, then mission accomplished and pretty exciting.
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Neat. Would this work with multiple hazes, separated by objects?
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6 hours ago, Marcousik said:
@gamecreator thx can you find a link to this?
I PM-ed you the link and we can discuss it there if you have any questions to not keep this blog post derailed.
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3 hours ago, Marcousik said:
I'm missing some tools too - like hey I would give a three day party for a road tracer included in the editor - but well there are work arounds possibilities.
What would a road tracer do? I built a tool once and released the source for software that bent a road to terrain.
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No prob, I understand. Relax, enjoy the long, holiday weekend. Treat yourself to something maybe even better than tea and decompress.
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So, I hate to be that guy but... I don't suppose this is a good time to get back to that final update on Leadwerks 4? It's been over a year since the last update and you promised some fixes from even further back, including vehicles and the buggy character controllers.
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No need if you think that'll always catch the navmesh because the navmesh isn't always flush with the ground. Sometimes it's a bit above, sometimes it's below the ground.
Also, does the system have a way to find the nearest navmesh point, if your pick doesn't return a navmesh? Or do you have to kind of search it out (which isn't too difficult)?
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Wow. This is a huge improvement over the current system. Make it dynamic and it'll be perfect. ?
I'm not clear on how finding points on the navmesh works. How do you do a pick on the navmesh? Or does IntersectsPoint check a radius around the point and return the nearest one? If so, how do you change that radius?
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7 hours ago, Marcousik said:
It's fun to populate an open world
Now that you mention it, it really could be a good way to add atmosphere to your world, whether steampunk, futuristic, whatever. Having things moving makes a big difference versus the environment being just static. We have the basics of that with vegetation shaders moving leaves and brush and flags (this is also why waves would be so important, even if they're shallow). But having moving things like a windmill or birds flying or a squirrel crossing your path or a drone flying in the distance is a small detail but it adds a lot to a game, in my opinion.
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That's a nice step up in both respects from Leadwerks 4. I hope the new system will still make it easier to implement at least oceans, if not rivers.
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Do you know yet if you'll improve on the navmesh (i.e.: make it dynamic) and the water (multiple non-infinite planes, return of oceans, rivers)?
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Neat. Of course the next question is: how does the loading time of 100 textures of the old format compare to this one?
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2 hours ago, Josh said:
A static cache will be used for the terrain and other static objects, instead of reprocessing everything every time something changes.
Does this mean you're not planning on implementing a dynamic navmesh, like for doors that open to let characters through? Or is that something different?
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I wish there was a standard for this but it really depends on your game. I wonder how many triangles and bones these models are in Shadows of Mordor:
Or these in Arkham Knight:
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That's pretty neat so far. I wonder how that same test will compare with dynamic shadows.
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I suspected so but wanted to mention it. Thanks.
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I'm not sure if it's an animator decision or something with the engine but the neck seems to stretch and head stays in place during the right-arm attack starting at 5 seconds. In contrast, the left-arm attack at 13 seconds seems much more fluid and the head moves down with the body.
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In that case then yes. If that's possible that would be very nice.
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Right, for Steam it's easier. I'd love to continue doing the same for Game Analytics as well. I think that one is more complicated to set up.
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I admittedly don't know how that would differ from what seems to work for me now. I would love to continue to just be able to call:
bool SendP2PPacket( CSteamID steamIDRemote, const void *pubData, uint32 cubData, EP2PSend eP2PSendType, int nChannel = 0 );
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These are two very important parts of the engine for me, for what that's worth. Everything I do now is in pursuit of coop multiplayer and I think it's important for developers to get free feedback in their game about what is too simple/boring or too difficult to aid with developer blindness.
Offroad game terrain progression
in Marcousik's Creations Blog
A blog by Marcousik in General
Posted
Very true. It's difficult to be creative and sell people on it. But it's not impossible. Usually it involves combining familiar mechanics in a new way. Deep Rock Galactic does this very well (FPS, RPG, procedural generation, fully destructible world, etc.).