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Flexman

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Posts posted by Flexman

  1. -softparticles

    -physcs responsive particles

    -trail particles (ribbons)

    -fillrate control (auto-manual)

     

    - mesh based emitters

    - trail particles (again ribbons)

    - events (particle died, particle born, etc..)

    - multiple emitter areas (spherical, square,...)

     

    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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

    (LUA Joystick Demo)

     

    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.

  6. 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

  7. 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.

  8. 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.

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