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Everything posted by Flexman

  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
  15. I just read the pinned post about Intel/ATI graphics GPUs, we recently came across this in the wild when testing our game. I want to know if there's some method with Leadwerks engine to enumerate and specify a graphics device before initialization? Some of us have multiple displays that want to run in true full-screen without having to use a borderless/full screen window which is a performance sink.
  16. Is it compatible with Re-Sharper?
  17. I'm just throwin in my 0.02$ from an LE2.5 user. LE would go to your hook first (if defined), then the internal update which you can't see. We've done a lot of this recently.
  18. I bought into the LE3 mobile SDKs to show support. I'm glad it wasn't such a huge layout. What I *wanted* was LE2.5 with OpenGL 4 and better tools. Maybe some of the streaming stuff that was talked about. Linux is the new toy-boy thanks to Steam, I don't know how long that will last. Ouya got a lot of press then reality arrived in the post. SteamOS is cooling off and we've not seen much in the way of a breakout yet. I remain hopeful and enthused by some of the content posted by new LE3 users. It's frustrating that to this day, I still spend most of my time working around LE 2.5 limitations
  19. Has anyone played with the OpenAL doppler commands under Leadwerks 2.5x?
  20. Jeri Ellsworth's CastAR looks exciting. I wonder if we'll see DirectInput support anytime soon for this VR/AR tracking kit.
  21. Could have been worse. Apple could have bought it.
  22. Funny that for DK2 they went to the old tried and tested technology that TrackIR uses for head-tracking. Another unit to stick on top of the monitor. The guys from TESTED dot com gave their impressions of the unit and the demos they'd seen. I think there's a space for small indie games and apps here. Looks like everyone else is kicking back and waiting to see what happens. There was even a Blitzmax demo for DK1 kicking around. Now they've got the translational movement drift issue sorted it might be worth looking at again. I can see it being as useful as TrackIR, something that you
  23. You can use that. This is an example. e is of type TEntity en is a string scene = LoadScene("abstract::myscene.sbx"); childCount = CountChildren(scene); for(i=1;i<=childCount;i++) { e=GetChild(scene,i); en=GetEntityKey(e,"name"); ... ...
  24. Another gotcha from LE2 days
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