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Blog Comments posted by Pixel Perfect
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Looks great!
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Wow! I somehow missed this, looking great tjheldna.
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Looking cool Ken, nice work and video!
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Cheers Andy, something I might have to try for myself. Thanks for the illustration and feedback.
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I would be interested in learning the structure of your engine, Pixel. If you didn't mind sharing. Would be great to see a blog on it.
Sure, it's in the process of being re-written for the 3rd time as a result of design lessons learnt along the way, my recent interest in Lua and my imminent team up for a new project (I'm teaming up with an artist who is not too concerned about my limited ability to commit time wise). Once that's completed I'll add an overview to my blog.
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Interesting blog Paul, I like your ideas on behaviours and the mixes it supports, I'll be watching this to see how this works out.
Great to see you have both MG and Mack on board, that's a massive boost to anyone's team. Hope you're not committed to supply food and beer though, they could run up quite a bill
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That does look nice!
So is this applying the mega texture as the base layer with some additional tiled textures on top to add some finer detail?
Why is your fps so low Andy?
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Very nice indeed!
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Looks great
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Came to this late, but well worth watching. I like the way you tackle issues head on and find solutions. At your young age I suspect you have a great future in the games industry be it your own company eventually or working for an existing one!
Always makes me smile when I see others writing the same functions I have
previously. We all reinvent the wheel but it's the best experience we can get. Having code handed to us teaches us little, even if it sometimes saves time in the short term.
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Nice feature, very usable
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Good luck BLaBZ, looks great!
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Well I'm not suggesting we become jack of all trades but it is good to be ok in some areas and really good in one area than to be really good in one area and have no idea about the others.
I completely agree, to liaise effectively with others who specialise in areas you don't requires some level of understanding of the tasks they are involved in. The greater the understanding the better.
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Very impressive, looking forward to seeing more of this
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very nice!
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I remember someone else taking a look at this a while back but they never really demoed anything. Nice work MG!
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@Maccklebee ... hard to say from the example in the video but yes; the example you give would be a typical use of a deflector.
I'm assuming at this point that combinations of multiple attractors/deflectors would allow this type of behaviour.
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Brilliant, attractors and deflectors was one of the things I asked for when you posted for suggestions, really pleased to see this in there. Nice work Chris and cool videoblog.
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I'm currently working on AI that does just that, moves the agent to the last point you are aware of enemy activity, from whatever sensory input, and then instigates a search pattern if no line of sight contact is made. It will systematically check out likely cover points and literally hunt you down. The search pattern can be split between multiple NPCs. I'm hoping to evolve it to the point where cover is provided by the searching agents whilst a lead agent investigates likely hiding places.
I want intelligent looking AI in my game to really challenge people without being impossible to defeat, and that's a challenge in itself.
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Congrats, this is looking great
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A thread being repeatedly called ... you have multi-threading working in the engine?
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Debug output from LE3 running in android at approximately every 20ms which, if this is output per frame, means you are running at 100 fps! That would put a smile on my face. Hmm ... 50 even
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Pity I don't use BMax. Nice of you to post it non the less NA. Will get round to writing something myself to enumerate the video modes eventually.
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Those do look nice, good work Chris
Building Deployable Projects
in Development Blog
A blog by Josh in General
Posted
By default VS builds programs in debug mode, yes. They will run on other peoples machines if you deploy the debug libs too but MS never intended people to do so; which is why the debug libs are not included in the redistributable.
Why would you want to deploy a debug version to the consumer which is far bigger and potentially slower, you'd surely build a release version!