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Pixel Perfect

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  1. That's a nice technique. I remember you making reference to this somewhere else recently. I always wondered how people got their foliage textures for tree/vegetation models. I do a lot of my own ground textures and agree with the cloudy day requirement. Gives a much more uniform light distribution too which is important if you're planning on making them seamless for tiling.

  2. Yeah, that does bring back memories. I still have my boxed copy of Visual C++ 1.0 with its full set of manuals. Three proper printed manuals from what I remember, it's not seen light of day for a long long time :) Those were the days when you got more than just a CD for your money! I actually started off with Turbo Basic which was completely written in Assembler and lightning fast for its day. C++ Builder 6 was nice though, the power of C++ language with a VB style IDE and design methology. All driven by Delphi under the hood. I still have the professional version which was bought for me by the people I was contracted to at the time. Unfortunately, the licences are non transferable so I can't use it commercially otherwise it would still be my tool of choice.

  3. Sounds great. I've never tried the official CEGUI Layout Editor but I'll take your word for it. Sounds like this would be a really useful tool.

     

    I used to use Borland C++ Builder 6, years ago, and that was a really Rapid Application Development system and great for building tools.

  4. Welcome Raul and thanks for the introduction. I'm currently playing RVL Hacker and enjoying it. I look forward to hearing more from you regarding your current and future developments. Is the casual game being developed using Leadwerks Engine ?

  5. The simul software has been embedded into a package for Dark Basic users DarkClouds. This is available at low cost but unfortunately not usable by Leadwerks due to its DirectX rendering requirement. However, their product is integratable with OpenGL too and their SDK gives an example. If they did a deal with The Game Creators perhaps they might be prepared to do the same with Leadwerks too. Might be worth an initial enquiry Josh! Their founder and MD Roderick Kennedy is very approachable.

     

    The demo runs fine for me and is very impressive.

  6. The established game engine companies have to do new stuff. But what can they do? A lot of technology has been developed and "small" companies like Leadwerks and others are picking up speed. The visual border disappears and no ground breaking new technology is invented every point release. User got the choice between several good looking engines these days.

     

    So how can they keep small companies away?

     

    1. Use their manpower and do awesome Toolsets.

    2. Crush the small companies with free/low-cost license models

    I completely agree with you Michael as this is very much my assessment of the situation too. Chris and I were discussing this topic this morning and also believe that it brings a lot of invaluable user feedback to the big companies too, not only feedback on bugs but a wealth of suggestions for improvements and additional functionality which they have the man power to implement quickly.

     

    I also agree with Mike in as much that all of these AAA engines require a massive learning curve in order to be fully productive with them, which for the existing modding community is not a problem but is a big investment for people who have previously invested in smaller engines like Leadwerks and need to start afresh with a new engine.

     

    Of course, this is only an indication of Crytek's current thinking it's not an official statement of intent but it would be hard to see them not going down the same road as Epic with UDK as there is little to lose by doing so and much to gain.

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