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About Flexman

  • Birthday 02/06/1969

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  1. Flexman

    Combat Helo

  2. This is the LONG version of a video I'm working on using footage recorded on my desktop build. Thrown together in a haphazard fashion.
  3. Cheers Jen, that makes sense. I'll try and be clear about why I asked the original question. Expected behaviour; With VR enabled, given a simple a scene when I tilt my head in different axis I expect to see the scene shift accordingly. Observed behaviour: Scene elements like a skybox and terrain appear to parallax against foreground objects causing nausea. Mostly when looking up and down. I initially put this down to improper distortion. It's not something I've experienced when replicating the scene in another engine. What I tried: After adding trees to the scene, the observe
  4. Rift. If you say it's implemented then it's possible I must be bypassing it. Using C++ only and a bare map, terrain, a cockpit model and a directional light. No post processing filters or anything. If those are required I'll give it another go, but I didn't read anything that suggested otherwise. Screenshot of mirror display attached. int main(const int argc,const char *argv[]) { Leadwerks::Window* window = Leadwerks::Window::Create("VR Test", 0, 0, 1024, 768, Window::Titlebar); Context* context = Context::Create(window); World* world = World::Create(); Camera* camera = Cam
  5. Barrel Distortion needs to be done before VR is usable out of the box. Was fun to play with though.
  6. When enabling VR mode (using Rift) the Sensors are displayed. How can we override this so these objects are hidden? And a C++ or LUA question, can we copy the VR buffer to a desktop window?
  7. Coverage masks for vegetation are exported directly out of GROME and easily generated in World Machine. So that's a big thumbs up from me.
  8. Flexman


    Coverage masks like you describe are used some editors and engines. You can import and export vegetation layers as coverage masks in GROME. If you use World Machine you can export generated coverage masks for other engines to render clutter/trees over those areas. The largest data-set I played with was a monstrous 60Gb, many mask layers per terrain tile. It was very detailed but not practical due to the storage requirements. But you can choose to use as much or as little as you like, specify the resolution of the mask, use different channels for different layers.
  9. If I might make a couple of suggestions based on things I would have liked to have had; Support for serializing and deserializing vegetation data so it can be loaded/streamed when working with tiles or tiled terrain. And the implementation of world modifiers; primitives such as spheres that add an offset to vegetation, simulating movement though tall grass, or localized wind movement (such as a large fan). Seems to me you can use this for clouds and general ground clutter. Clutter doesn't need to interact, just be there to present visual noise; e.g leaves, small rocks.
  10. With Combat Helo : Gunnery you control of the most realistic simulation of the AH-64D attack helicopter to date. A retro-take on classic PC combat simulations from the 1990s, learn to pilot the most advanced attack helicopter featuring detailed avionics and authentic weapons across a typical live-fire gunnery range. Earn your wings, blow stuff up and run the low level challengies. Combat Helo features a full 3D cockpit (TrackIR head-tracking support), realistic avionics and dual seat operation. Our helicopters include an advanced flight-model using advanced blade theory with stabilit
  11. The artist can create a number of 3D props that use the same material, placing the textures from all the props on one texture. If they map the texture coords appropriately then it's a fairly trivial optimization. Since props using the same material get batched together it will save on internal material switching. Reducing draw calls in Unity is a quick and easy level optimization, especially for mobile devices. In for desktops I'm not sure it's such a great return on effort if you're only talking about a few instances. But in principle (and in practice) it works.
  12. Curious; what AABB test(s) does CameraPick do first?
  13. Use ModelViewer.exe and drill down through the model tree-control on the left until you find the bone you want (or not if they are missing). At least you can confirm what is in the model and identify any export issues you may (or may not) have.
  14. I would say testing begins before you write any code. We've got a fairly good size community for CombatHelo but still very much under the radar. Getting some popular YouTubers on board by giving them access to builds can kick up a lot of interest. You have to time it right though. We're going through all this pain right now. Polishing working builds prior to sending out to selective gamers and Greenlight. Scares the **** out of me once it's out there, it's no longer in my control. Not everyone cares about art, but a lot do. You can publish non-structured games now, they seem to have been a
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