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Marcus

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Everything posted by Marcus

  1. Ogre3D is one example. Unreal, Unigine and Torque both perform better on DirectX. Unigine Comparison Look out Windows, Linux is going to replace you in the near future. So says Lumooja, so it must be true.
  2. Carmack has actually had some pretty good stuff to say lately about DirectX. I personally can't understand what the point of using OpenGL is if your two target platforms are XBOX and Windows. Makes no sense to me. DirectX 9 is capable of everything being done in LE right now.
  3. Despite what you OpenGL fanboys say, most game engines that use both OpenGL and DirectX perform much better while using DirectX on Windows (hack or not). DirectX IS the better API for Windows development (drivers are better as well). OpenGL is better for cross-platform development.
  4. I still think DirectX 9 was the most prolific graphics API to date and still used a TON.
  5. How is this even a relative point to your argument? You are planning on expanding to the XBOX 360 and LE ONLY works on Windows. You would have been much better off to have used DirectX 9. The Wii will never be able to support LE. Mac and Linux are extremely small markets.
  6. About using your own judgement on the first one, what you should do is start a new thread and get input from the community. I'm sure you could get some truly great feedback. I know I have been telling you to do the third item on your list for over a year now and you (and most others) said it was a dumb idea, glad to see you coming around.
  7. That is Josh's biggest weakness. He refuses to look at how others are doing it, despite the fact that others get great reviews for how they do it. It VERY much feels like an art pipeline for programmer's instead of artists and designers.
  8. All of them use to get auto opened before. Is this fixed now? Just tested and I see that it is fixed now. Nevermind to my whole conversation. Beautiful.
  9. Not true. In my scene view I could have way more than 400 objects depending upon how many times I use one object. If I want to place a new object, I don't want to scroll through a list of potentially 1500+ objects. No thank you. Torque separates the views and I found that it speed up my workflow tremendously.
  10. Most likely. That will be one massive list to navigate through when I'm viewing all of the objects that are placeable and the objects that exist in my scene. It would be nice to filter my view. If I'm building a scene, I may only want to view what is placeable. When I'm viewing a scene, I may only want to view what is already in my scene.
  11. How would organizing my assets prevent me from having a list of 400 items when I only want to view the 20 I'm using in my scene?
  12. I would personally rather have them separate. Perhaps you could have three tabbed views. Scene Tree View, Object Tree View, and Combined Tree View
  13. All of my texture look horrible in LE and good in other engines. Not sure why. Same compression and everything else.
  14. This does look much better than the initial screen shot. Very impressive.
  15. Programmer's are hilarious. The one on the right looks realistic, while the one on the left has flat lighting.
  16. No offense Lumooja, but your chart is one of the most absurd things I have ever seen. You miss critical features and you don't give proper weight to other features.
  17. I am primarily a game designer and level artist. I do however program in C/C++, Java, and C#. I like TorqueScript because it is essentially C++ without variable types, pointers, and references. Coming from a C/C++ background, I can't stand the syntax of Lua. Ugly.
  18. Honestly, I actually think TorqueScript is awesome. The source code is a mess right now. To be fair though, they are cleaning up the source one chunk at a time. They have known they needed to do this for years and it is finally happening. Both have advantages and disadvantages.
  19. Hopefully no one takes this as a flame... I have both engines and both engines have different strengths and weaknesses. I think in the long run, Torque3D will hands down be the better choice. I only say this because, Torque3D development is really starting to accelerate. They have to. They have lost SO much market share to Unity, that they are starting to give extra perks to licensees. For example, the original reason I stopped using Torque3D and only Leadwerks was because the forest editor was going to cost an extra $300-$500. They just made it free. It has a lot more features that Leadwerks vegetation system, like collideable vegetation. They both use deferred rendering, which I think LE wins at. However, it is optional in Torque3D. If you add the extra baked global illumination, it looks heads and shoulders better than LE. Networking isn't even close. You get source code with Torque3D (which may not be a good thing if you need to make major changes). They are cleaning up the source. They just cleaned up and modularized the physics so it is easy to implement whatever library you want to use. I think if you are aiming to make a multiplayer game, at this point Torque3D is the better choice. But, if you are limited by $$$$, then LE may be the choice. In the end, I think that LE will have a very difficult time competing with Torque3D and Unity. Not because it isn't as good or better than the other two, but the other two have millions of dollars being invested in them. Competition drives growth and I see both of those competing against each other driving the tech way out of the reach of LE, C4, and the like. I like LE and plan on doing a project with it, long term I will most likely be using Torque. Hopefully Josh can find some good partners or investors. There is absolutely no way he will compete in the long run as a one man show.
  20. Marcus

    SSDO filter

    Small improvement maybe, but still looks very flat in shadows.
  21. I tried to play the first one. Just couldn't get into it. Thought it was a mediocre game at best.
  22. Those are extremely easy to make. I always use ones similar to those that I made.
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