dreamhead
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Posts posted by dreamhead
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My thoughts exactly!
Looking very professional and promising, I didn't know I could get this excited over a WIP menu
Kudos!
hahah thx man
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if you like this atmosphere just wait till our real horror game (project) is finnished
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ow thx guys for al the very nice comments
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Nice music, and I am very critical towards music since it's my life, and I got gnostic experiences via music too.
The foggy road is damn nice too, I hope you can keep up this feeling throughout the game.
The GUI click sound seems to be made via beatbox?
thx man glad you like it.
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500 a 600 euro
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and maybe that speedtree can be plugin for leadwerks?for a good price of course
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I'd like 4 view ports too. I don't see why it would be hard to code. Set the mouse/keyboard input to the viewport last focused (clicked). Have all other viewports just be a camera. When you get in a viewport, you can move the camera with the WASD as usual.
But agreed, it's far from being *that* important. Probably more of a gizmo than anything else.
no it really matters how many viewport you have ,it can make or break your lvl depending on your viewports,you can ask every artist the will tell you the same thing
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that would be a nice option to have... would the editor have 4 viewports? or would this be a separate small app that allows you to create the solid then the auto file detection would load it into the assets list?No, you would just have some creation parameters like width/height/depth, and then attach the solid to an entity. The Quake-style editing isn't something I want to get into.
WAT!!?? no 4 viewports?ar you kinding me josh ,every artist needs to have a good view of what he is making and certainly at rather complex scene.
it is like if you took ruler from a architect he then can never make a good blueprint.
so please josh reconsider this, it wil have great a inpact for al 3d artists that use your engine
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I would like to have some better structured shader code, where i can change things myself without being a maths genius.
Actually the current shaders are ok, but the total lack of comments is a bad thing. =)
yeah a better material editor with be nice idd
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Those are not primitives. That's CSG modeling. I would kill to have THAT in the editor.
yea i now and is not only great to make easy test lvl with it you can make trigers whit it too,pure awesomeness
(and didn't know it was called Constructive solid geometry )
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CreateCube()
CreateSphere()
i mean like this
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and what a bout primitive shapes that i can use for Placeholder, almost every engine has it why not leadwerks?
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I think it would be more useful to make some tutorial how to include 3rd party libs in your LE game.
It's really very simple if you keep it organized. You just put all the libs you want under the same directory tree, for example c:\lib\cpp\raknet, and add all their include directories to the VC++ system include so you don't ever have to think about them again, and then just drag the .lib file with the mouse into your game project.
yea for you is it easy,your a programer ,but for us the graphical artist guys .we scream and run when we see a lik of code!
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EDIT: Another feature I'd die for is terrain carving, like in CryEngine where you can extract parts of the terrain. Of course it's not a heightmap anymore, but it makes environments much, much more realistic.
Example: http://img14.imageshack.us/img14/4086/cryengine003.png
(I know these cliffs are models, but it gives the point).
nice one
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AntiAlias is one of the most important features, since it makes programmer's art also look good.
Cascaded Shadow Maps is also very important, since the current maximum range of 50 meter for shadows is quite ridiculous.
Distance Blurred Shadows should be also in LE 3, since in reality a shadow is the more blurred the further away it is from a obstacle where the shadow is cast upon.
Bullet Physics would be good to have too, since its used in movies like 2012. It doesn't have much features, but it's damn fast and good for mass physics. I hope this can be done using the plug-in Driver technology of LE 3.
Graphicsless mode would be also good, since I want to use SDL for graphics Window creation, since I need to use SDL anyway for force feedback controllers, and of course I need a graphicsless mode for the game server program also.
Maybe the whole renderer could be exchanged with a Voxel renderer also, if its also based on the Driver tech.
PNG textures would be good to have, since DDS is quite useless unless it's uncompressed, and then it eats lots of disk space.
Crysis like Ocean Water would be useful too.
mmm you got somes great features there Lumooja,hope the wil come true
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hi guys
i think of now you now lw 3 that is in the works and i am very excited to get my hands on it,but there i tinges i hope that will be in the eingine like
{primitive shapes that i can use for Placeholder}
{That i can choose between bakend light render(and not a out side programme) and realtime light}
{a beter editor for the schaders and a good overview of all the schaders that you can use}
{and a beter workflow for grafische designers and programmers}
and so guys what your wish for lw 3?
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You can convert or split a stereo sound to mono with WavePad or Audacity. WavePad is better.
thx man you help me al lot
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Hello Your sound must be in mono to work corectly with the sound spatialization
how do i get momo?can i get only momo with ogg or also with wav?
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hi guy
i am in bit of a pixel in working with the sound emitters,but if set the range on 0,1 and then I go to other side of the map (2024x2024) but the sound remains the same,so any idea's ar welcome
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pureLIGHT is not required for colored shadows, but they work nicely together.
Basically, pureLIGHT provides the secondary light bounces, and Leadwerks lighting is still used for the direct lighting. The two do not have to match exactly, and you can move Leadwerks lights around and still have a good-looking GI effect, in most cases.
yep i saw in the blog josh looks very good and i can wait to see it in action,now just the price i hope it won't get very expensive hint..hint lol
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The Leadwerks News blog is the official announcement channel:
http://leadwerks.com/werkspace/index.php?/blog/41-leadwerks-news/
It is possible to subscribe to the RSS feed for this blog:
http://leadwerks.com/werkspace/index.php?/blog/rss/41-leadwerks-news
Does anyone actually use RSS? We could set up a mailing lists where every time something is posted in the news blog, an email with that information could be sent out.
i must say josh purelicht looks very good, can not wait to try it out on the engine
Server speed test
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