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Wchris

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Blog Comments posted by Wchris

  1. 10 hours ago, Josh said:

    It would produce different (better) behavior, and I don't want to manage a secret joint.

    Your choice. Just suggesting. 

    But there could be a global parameter to set PhysicsSetPosition() and PhysicsSetRotation() behavior/mode

    Is "managing secret things" not what game engines do all the time ? LOL

    I just have the feeling that creating joints is an advanced feature that could look difficult to understand for beginners. Maybe I'm wrong.

    Don't do it just for me, it's just an idea, not a request.

  2. PS: You could also sell these features as supplemental addon packs in steam

     

    * supplemental pack "machinery editor"

    * supplemental pack "special effects"

     

    since both are not required and could be done manually by skilled users.

     

    in machinery editor pack provide an example of excavator or bulldozer.

    (The feature should probably be an extension on "assets", but the best implementation is up to you.)

     

    Edit : and oh, I forgot ... with "besiege" like quality explosions, of course ;-) But there can also be different kind of explosions. a grenade does not explode like an oil tank.

     

    Cheers

  3. I believe Creativity and Willpower can't be opposed like this. What you discovered in fact is that every little success in creativity and experimentation feeds willpower. Being a genius you'll personnaly have plenty of success in everything you try and in consequence you will get a strong willpower.

     

    Normal people will have more failures and it will in fact decrease their willpower. Thats why I like leadwerks, because the engine is easy and it helps me to keep my small willpower.

     

    That's also why you should focus on adding features that make it easy to experiment and create, and why I suggested long before to add a joint and bones machinery editor to the engine. This would allow us to build simple machinery or robots easily. A good source of inspiration would be the game Besiege http://store.steampowered.com/app/346010/

    (but of course more generic, with bones and joints without meshes and textures)

     

    It would also be a new "high level" feature and an added "sell point" for the engine editor.

     

    The other idea you had to add "explosions" assets is also good for willpower. If people experiment on creating an explosion they will succed but it will look horrible and they will be disapointed by the result compared to current AAA games "Hollywood cinema quality explosions". Once disapointed their willpower will decrease (even more because it's a basic and required feature). This is an exemple of how even succes can decrease willpower if it does not reach expectations.

     

    Of course it's just a bunch of ideas and they will require much creativity and experiment to bring in usable features that will act as a "willpower generator". I can't help for this, it's you the genius not me ^^

     

    Cheers

    • Upvote 1
  4. #1 Work better with many in stress or #2 Work more alone in the calm. Woaw.

    Sure, we can only give advices nobody can decide for you, and since we have probably no knowledge of the game industry, we can only guess what's best.

    For your real life outside of work it doesn't matter, in todays world an app on your phone can match you anywhere and help you find "the one that want's you". After that she will answer your question and you'll just have to follow her. Life is short. wink.png

  5. Thanks macklebee I'll look into it. I think I want to achieve this http://steamcommunity.com/sharedfiles/filedetails/?id=287356325 How did you do it ? Is it possible with Lua or only in C++ with buffers ?

     

    My technique would be to render the selected objects alone in another world and render them to a texture to get a mask, and then to send this mask to the posteffect for processing.

    I know how to do it with buffers, but I have no idea how to do it with Lua and posteffects without buffers.

  6. It's a good idea to provide everything that is "generic". By "generic" I mean reusable accros different game genres.

     

    First person hand sets and gun reload animations is a good idea, player and npc animations too.

     

    For visual assets like fps hand sets it's even more important because you get AAA visuals (in a fps hands are seen all the time, so if they look bad it ruins the immersion).

     

    Some time ago I also suggested explosions. Explosions are used in allmost every game. Yes we can make explosions with particles, but 99% of hobbyists will make crappy looking explosions (me included), and you could provide AAA explosions that would instantly lift game visual quality. Also a little game with tanks and explosions is easyer to make than a complete fps.

     

    here is a good example because as you see the fire is not just a flash but is growing and still different each time

     

    maybe it could be done with the prefab system ? Some parameters could be good like size, shockwave effect on/off, ... Each time you add a feature it benefits everyone.

     

    or as an opposite example you can get this after hours of tweaking

    ;)

     

    I searched youtube for a video of a good realistic ingame explosion, but in fact it's very difficul to find.

     

    It's not a request, I'm still most using LE2.5, just thinking what could benefit everyone in the future.

     

    Water splash effects are also difficult to tweak and could also be provided to get AAA effect without wasting time.

     

    Maybe build a library of standard reusable particle effects ? This way people would just use the particle command to build specific need. Just thinking ...

    • Upvote 1
  7. @Naughty Alien, I think target market has indeed changed. Once upon a time Josh used to say (I try to remind his words) "there is a price tag where sales start to decline, price must be set just under this bar". But now it's just like LE1 & LE2 were his learning stage and now he was to get "serious" with LE3 and access a less amateurish market.

    I understand LE2 was a one man job and LE3 is a two mens job, so the price has to climb, but x5 ?

    it's sad because I think with 600$ for the new users and 300$ for LE2 old devellopers LE3 could have gone viral on the net.

    But I'm not LE CEO, probably he knows better and maybe people at hacker lab influenced him ?

    Who knows. One thing is sure all the existing user base is surprised by the price leap, I doubt he can ignore this. But maybe he expected it.

    Also the full retail price could have been set to $500 and climb each time new features are added, this would have been more fair... or perhaps it's already the case and final LE3 will be more then 1000$ ? what's the goal ?

  8. this link confirms you have to generate a navmesh for each controller size http://www.gamedev.n...ast-and-detour/

     

    'agents significantly larger than the median should use a different navmesh, built using a larger median radius'

     

    also your google link says : "Use Recast to build specialized navmeshes and try to find ways to minimize the data and then compare that the approach of reusing the navmesh. Try to take into account the extra data you need (you need to at least mark which polys are walkable by which agent size)."

    or "If you have different sized agents, you should create a navmesh for each of the agent size. The restriction is there to make the navmesh generation easier. There are actually quite a few parameters which affect the shape navmesh: agent radios, agent height, agent climb and max slope."

     

    for detour I have to search some more, there must be a solution, like said all STR do it.

     

    if there is a way to "mark polys walkable" there is perhaps a way to temporarilly mark manually the polys occupied by all different sized controllers, then generate navmesh to get avoidance by doing intermediate (shortened) path search ? ... (sorry if my sentence looks confused, can't word it better)

     

    EDIT: an alternative could be to have a LE3 low level navigation command set that encapsulates recast & detour and allows us to do the above ourself ? But the editor should still be able to generate multiple navmeshs with different resolutions.

  9. I don"t worry, recast and detour are opensource so they will just benefit from Josh's future code enhancements.

    Anyway he will quickly figure out that STR games have vehicles and vehicles require navmeshs too .... and a trooper, a buggy and a tank are not the same size. All STR can handle it, so Josh's brain will find a way to do it (100% confident) [joke]and also C++ will do 98% of the job ^^[/joke] (sorry could not resist) ;-)

  10. but a script would certainly be appropriate.

    A script is a good idea,because it's allows customisation for those who want advanced specific effects. As long it's easy to call.

     

    I have another question about navigation AI. Suppose you have a room with 3 doors, a small width door A, a medium width door B and a large width door C. Inside the room there are 3 cylinder controllers, a small one, a medium one, and a large controller. Of course the small controller can go thru door A,B,C, but the medium controller can only do thru B,C, and the big one only thru C. Just curious, can the navigation Ai handle this ?

  11. me->GoToPoint(happy);//LE user will be happy, with integrated navigation smile.png

     

     

    Suggestion :

    I would also like enemy->Explosion(Diameter, smoke, smokecolor, projections)

     

    because an explosion is a "standard" feature, and most users will spend xxx time to redo something that could be done once 10x better.

     

    also SendHighScore(gamename, playername, score); and GetHighScoreList(gamename) could be cool. ^^ because you host.

  12. Imagine the prospective companies interested in LE 3. They might have decided on a physics engine already (Or even written their own). To suddenly be told, "you've got to use one of these physics libraries - In the way that I've wrapped them up", might just turn them away.

    Well then he just has to add a command allowing to disable integrated physics engine. This will probably be easy for Josh.

    On the other side, many people buy the engine for it's reputation of ease of use, so they don't want to go deep into newton or bullet API, they just want controllers, collisions and cars to work out of the box in LE.

  13. It's taking some extra time to get the cross-platform support for Leadwerks Engine 3 in from the beginning, but I think a couple extra weeks spent now will be well worth it in the long run. Soon enough the code will be platform-agnostic, meaning I can just work with my own code, instead of trying to figure out somebody's else's designs.

    You are right, early design is very important and can make your life easyer later.

    If LE3 code is platform-agnostic it's mainly because of the new driver architecture for opengl, directx, ... right ? This provides flexibility, it's a good thing, so why not do the same for physics and have a 'driver' abstration layer that would allow to implement both newton and bullet ? I know you did not reach physics stage in LE3 roadmap, but i wanted to know if 'physics driver architecture' is somewhere on the LE3 roadmap ? Many people request bullet now, but someday newton 2 may catch up. And this way, if the Newton controller is better for FPS, fps coders would use newton; if the car physics is better on bullet, car race coders would use bullet; and we would have the best of both.

  14. I also hired an outside developer to research fluid simulations for ocean water. Here is an early prototype. There's still some improvement to make, but the technique is promising:

    i'm a bit late, but maybe you read old blog replies :P

    The water prototype is looking good :lol:. What about having directional waves emitters in the editor ? is it possible ? This would allow to have waves that move in direction of the shores.

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