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Posts posted by Flexman
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arrow:TModel = LoadModel("abstract::arrow.gmf") dragon:TModel = LoadModel("abstract::dragon.gmf") knee:TEntity = FindChild(dragon,"knee"); EntityParent(arrow,knee); RotateEntity(arrow,Vec3(0,180,0))
Something like that anyway
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I love your Dragon model which I picked up last night but I had to see it running in Leadwerks. Just for a bit of fun, 20 mins of using iPhone to shoot and edit footage (recorded off the screen). Here's the result of my lunch-hour.
Yes I've been playing too much Skyrim.
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Tweening? I only mention it as it's something I found useful beyond simply curving values and useful to have in a particle system as well as GUI components.
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Just to add to the discussion (and it points to forums for another engine but the principles and problems are the same)
http://forum.unity3d.com/threads/50643-How-to-make-a-physically-real-stable-car-with-WheelColliders
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Remixing culture, I love it. Even if it isn't to my taste it's certainly creative.
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God-damn I just did a spit-take. When I stop laughing I'm pressing the "send you to hell" button for that one B)
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Please do, those kinds of audio elements make a huge difference to a scene. Hard to find trusted sources.
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Oh darn, I honestly thought it was actual desert wind, need some good ambient landscape audio.
The music is very fitting though.
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Clearly nobody here hangs around at Cosplay conventions?
Although some of the costumes are bordering on the indecent. What am I saying, bordering? Don't google cosplay images, you'll go blind.
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That's Taxi Driver Simulator v0.1 sorted
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Yeah, but's ATARI, they will slap a cease-and-desist order on your game that's loosely based on one of their IPs faster than a speeding neutrino.
Same thing they did to that generic 'vector tank' type game recently.
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Great stuff, looking forward to seeing a Leadwerks game up on Steam.
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Flash can't die fast enough IMO but HTML5 isn't helping, it needs more cowbell.
Flash is a vampire, it saps your computing power even when not seeming doing very much. HTML5 needs more gaming device and audio support before it's a viable contender for the throne.
Not a fan anyway.
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I love the Brass Knuckles & Belt Buckles game. Perfect.
Minecraft can run of pretty low end platforms. The performance trick is combining the meshes which shared materials. This is something you can easily do in Unity at run-time but Leadwerks is missing a similar CombineMesh command to do it. I dare say it wouldn't take much to implement something but if you're using Leadwerks then performance on low end machines is not an issue anyway as the engine has a high performance cost.
If you wanted to get tricky you could use just one material and use UV offsets to set the texture for even more performance.
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This one I get confused over: what does ForEachEntityInAABBDo(..) return?
Meshes or Models? Both?
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Coding a game with LUA is like trying to get a waffle through a straw (IMO).
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Well there you go, someone already wrote a third party package for LUA.
To confirm yes it uses XINPUT.DLL (XBOX controller DLL). Thanks Aggror for pointing that out.
Perhaps you can take the concept of the demo and use an SDL LUA package to get at all the SDL_Joystick functions you need.
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There's no inherent support for Joystick devices, you would need to add your own (somehow). I only use LUA for simple animation.
Joysticks and gaming devices tend to be tricky as they are harder to work cross-platform unless you use something like SDL (Simple Direct Media Layer) or Blitmax's own joystick functions and make those available via a shared LUA object.
It does seem to be an oversight but nobody has yet asked for it to be added to the LUA interface.
Regards
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If I've learned anything from different languages over the years, they all let you screw up in wildly different ways. GC is just something to be aware of (there's even an example of bad practice in the manual).
I tend to prefer fixed sizes for significant arrays anyway to minimise memory fragmentation. It's a luxury game programmers get that developers of middleware do not. But if you were making a general wall-chart on do's and dont's for BMX then Josh's thread title is a good candidate.
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That's a darn good question. Until I came to think about some kind of seasonal adjustment I hadn't even considered this.
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What level of detail is needed on it?
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You can't move the terrain object.
However if you drop LE terrain and use a mesh (or tiles) attached to pivots (and parent zone contents to that tile) then you can approximate camera relative rendering.
There's no easy or clean solution to this with LE. In Unity it's pretty much the same deal except you have control over terrain tile positioning and async loading to make it all seamless.
Changing the scale doesn't help either, it just offsets the problem.
Short of having a build of LE that uses double precision (not easy as a lot of shaders which use world co-ordinates will be effected) you have to do a huge amount of work and design around it. And It's not something I wanted to do so I adopted a half-measure with the intention to fix it fully in version 2 of our project.
Best you can do is mitigate problems.
- Shorten the camera near and far distance as much as you can
- Modify shaders to add more depth bias based on distance from camera
- User the material overlay flag where appropriate
- Render the scene in layers and blend them
And how you tackles those depends on your project and the content. You can't (sadly) create the largest world you can in the editor and expect shadows to be stable once you're past 20,000 units from the world origin.
The techniques you mention are solid (camera relative rendering, double precision) , but can't be easily applied to LE. I understand LE3.0 has large world rendering on the roadmap but is down the "to do" list.
Our current project is vehicle based (a helicopter) which has the advantage in that you're typically inside an object that obstructs close up views of the main 3D world. And often these imperfections are only visible in outside 3rd person views. When the camera is in such a mode the camera settings are adjusted slightly, also we had to build the models in a way that minimised jitter (objects passing through each other). On the plus side it did make the models more efficient.
For a world exploration type game I think one of the better approaches is to forget LE terrain and use imported meshes but that comes at the expense of the vegetation system and you can't use the editor to build your worlds in an easy fashion.
GROME is an expensive tool but is built for tiling,painting and exporting individual zones as meshes (now with a direct to Unity export feature). It's well suited to a tile based world.
Feel free to ask questions, I'll keep monitoring this thread.
- Shorten the camera near and far distance as much as you can
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LarryEllis, have you looked at GROME from QuadtreeSoftware?
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Necrophiliabilia, making money out of the dead.
Particle Systems Feature Requests
in Suggestion Box
Posted
Add to that colour blending, perhaps done via some KeyFrame object (which can be used for many other properties). But some means to cycle colour and position.