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Roland

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Everything posted by Roland

  1. Roland

    Codewerks

    In that case I have no problem with it.
  2. Roland

    Codewerks

    I might have misunderstood this but in the blog Josh gives an example Class Vec3 { Field x:Float Field y:Float Field z:Float } I thought this was the substitute for class Vec3 { public: float x; float y; float z; Vec3(): x( 0.0 ), y( 0.0 ), z( 0.0 ){} }; Quite different.
  3. Roland

    Codewerks

    I can't really see the meaning of making a C++ clone with your own syntax just to save some typing. People who already knows C++ has to learn yet another language and its a languages that cant be used elsewhere, and people that has no previous programming knowledge has to learn a language that they cant use for other things than Leadwerks. Of course I don't know the capabilities of this C++ clone, but I doubt it will produce better results than using the original language. To me it looks like making an own LE-version of Blitz. Another thing that worries me is the documentation of this language. The documentation of the engine could be far better than its now. Just having a reference to a community driven Wiki is kind of weak documentation. Introducing a new language would then make this shortage more obvious if the documentation is handle in the same way. I cant see that introducing a new language should save costs for the industry. They already have programmers that knows their C++. This would render in having them to learn this new language and that is really a big cost. Time is money as you say. I don't by that argument at all. I don't believe in spend time, creating new languages when there already is capable languages. If you fell that C++ is troublesome I would recommend that you go for a C# (Mono) solution instead.
  4. Pixleperfect.... Yeah... Its tempting as I have a Pro licence for the engine using that one
  5. Wow Pancakes. Thats what I call awesome and its also fun guy to listen to. Just Great
  6. support at leadwerks dot com I guess
  7. I have been pondering on some ideas on how to implement animation for my Cells game. Currently you can play character animations and as also blend them if I got it right. That's a good thing, but the drawback is that the character feet's tend to float over the ground and climbing footsteps is almost impossible to do. The alternative is having a IK driven character and write some IK solvers (some did I think) and then manage the animations that way. This will probably solve the problem and give some advantage like gripping things etc. The drawback is that you then cant use animations recorded in your external software. I want both standard animations and IK for the legs at the same time. Standard animations as BHV is great, but then we have the problems with having the feet's touch the ground. My idea is to on each frame, after the animation has placed the bones(or joints) at the prerecorded positions, move the feet's in Y-direction so they actually touch the ground. The model must of course have the legs IK-rigged. A Pseudo code for this could be something like OnUpdateFrame: // I assume the animation has already done its job here // and the we have a handle to each IK-Leg-Controller (LeftLegController,RightLegController) Find Y-position of LeftLegController Find Y-position of terrain at coordinates LeftController.X & Z Move LeftLegController.Y to TerrainPos.Y Repeat for RightLegController Run IK solver. I have not though about the details so far. What do you think guys and girls. Could this be something?
  8. Okidoki. Thanks for that info Lazlo
  9. Following links in C# Tutorials on the Wiki is missing Foreword PDF Getting Started PDF The author should either remove them or fix the links.
  10. I'm not done with it yet. Working on it. I will write a blog post when there is something to show. I have tried with some of the examples from the links you sent here with various results. What I'm now doing is to try to really understand the parts of the IK. I'm in no panic to get my character fully rigged. I have been thinking about making a model (a sphere) with two legs to experiment with. That means make the legs IK-rigged and then write some code to get the thing walk around stepping on the terrain (not floating a inch above it)
  11. Thanks guys for your input. My conclusion is that I will continue with this figure as it is. Before a release I will however take some advices in consideration like - Nose will have another edge loop to make its nose tip smoother - Josh pointed out the he looks a bit swollen so I will fix that - The fingers will have some more edgeloops (for closeups ) - I will make one texture for head+hands and another for the rest - The eyes will be moved to separate meshes with its own texture (for closeups) - One more edgeloop will be added around the eyes. Once again. Thanks
  12. Just want to tell that I have licenses for Torque 3D and Unity 3, and they are cool engines for many things. However I always ends up in using Leadwerks. There are several reason for this such as the stunning graphics thats is possible and also the very logical and easy to understand Engine API. Bugs (and they of course happens here as in both T3D and U3) are fixed fast. Josh also listen to the community about requests etc. Another very important aspect is this community which is the best one you can get. Very helpful and free from BS
  13. Thanks for your input Josh. In fact, now when you pinpoint the problems, I can actually see them myself. I will make some corrections on those parts and also add some more edge loops around the nose.
  14. Hi folks. Some of you may have followed my transition from programmer to 3D modeler and the current result. Although I'm quite happy so far I would appreciate some critics that moves me into a direction on what fix. This model is going to be animated using Reverse IK and mostly visible at some meters distance (Third Person Camera), but both the hands and the head will have some close ups in some situations. There will only be one of this model present in the game. I made this guy by first creating a naked male using MakeHuman. This male I then imported to 3DCoat where I used the re-topology tool to make a low-poly version (2500 polys). This version has then refined further both in 3DCoat and Cinema 4D. This has been a very interesting journey and when making next character I will follow this path but with some modification. I will then start with MakeHuman and then use that result in 3DCoat as a Voxel object. All sculpting and detailing can the be done on the Voxel. Next step will be to use the new Auto Retopology tool in 3DCoat to create a low poly mesh, which the will further refined for animation in Cinem4D. Anyway, here is some pictures of current state. So! Do you see parts that needs to be fixed and further worked on, or have some other thoughts about this guy or creating characters in general. Thanks Roland
  15. Stalking Oh no, I'm really thankful for every advice I can get. I will try with separate textures for the head and body to see what happens. Thanks a lot
  16. Dave. Is this a one man job? Absolutely stunning. How long time did you spend on this?
  17. Looking just great. Maybe some clouds could make even better. Thanks for the update.
  18. Isn't it time to fix the portal status column so it works or as an alternative remove it. Cant see any meaning having that on the portal page with old updates from Jun 25'th
  19. I have made a character which has a color-, normal and specular map. You can see it in my blog here. The material I used was the mesh_bumpmap shader without the specular. What shader should I use to get color, normal and specular maps and which texture should a set the specular to in the Material editor.
  20. What a good idea. Did not even think of that mipmap thing. Thanks
  21. I like the WASD keys and thumb on Space for shooting. That also gives right hand free for using mouse to look around. Left click for pick things or jump. At least thats how I planned my game.
  22. Hi folks. As some of you may have noted in my blog I have been struggling with creating my game character and finally have come up with something usable. Now, before making the final things I wonder if you guys have any thoughts about texture resolution on such a guy. Is 2048x2048 to much. My game is not about speed. No running around shooting at crowds of people. Its more about walking around finding things and put them together. So I will not have a bunch of people on screen at the same time. Om the other hand there will be some scenes with complicated architecture. So what I essential need to know is how big textures can I use without killing the engine. My target is modern graphics cards with 512 MB memory and 3.0 shader support.
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