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tournamentdan

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Everything posted by tournamentdan

  1. Very cool how you have implemented this. I remember a thread we had a few years ago talking about these possibilities. Glad you were able to work through the obstacles.
  2. Does the "spring" slider joint have any dampening when the wheel is being pushed up? If it doesn't you are going to need to add another slider joint to act as a shock or you are going to have a lot of bounce. Just as in real life if your car had no shocks.
  3. tournamentdan

    Next Steps

    Josh, you should check out a open source steering and other cool things they call Smart Body. It's from a few years ago but could give you some great ideas. It's also from USC so maybe you know them. http://smartbody.ict.usc.edu
  4. I am in Puerto Rico right now away from my computer. Let me head home and I can send you several.
  5. It also means that on the content creator side(for pbr). It is about a hundred times easier to create good art.
  6. tournamentdan

    Networking

    Nice. I thought they were going to keep it with lumberyard. Interesting option.
  7. tournamentdan

    Networking

    I think there is, but its through their game engine.
  8. Didn't you use a geometry shader to create the instances? If so can't we just use the invocation value to identify the single instance?
  9. A couple things to remember here. If you are going to have a lot of characters moving about. You would be best suited by creating an LOD system for them. It would help out tremendously. Reducing shadow quality can help. Also, the end goal for your games fps should be around 60. Game development usually consists of building the world. Then finding ways for it to perform around 60 fps.
  10. Yes and this is where a LOD system would work great.
  11. Disable the shadows on the crawler and see what the difference is when it moves. I have mentioned this year's ago. But shadows do not need updated every frame. Josh not to long ago you mentioned that physics did not need updated as much as it was because people could not notice the difference. Same as shadows. They only need to be updated 3 to 5 times per second. Not every frame.
  12. These instructions are are from a while ago but, it gives you the basic idea and principles. http://developer.reallusion.com/whitepaper/Maya_Template/index.html
  13. I would import them on their own and then parent them to the character when needed. Sort of like a weapon to hand. Of course these cloths need to be specifically modeled for that one body type. I used to do it a little different a while ago. You can create vertex groups and parent them. Just like you do with bones. So I would model different torso. And parent the vertex group of the head to each different torso. Each vertex group for the heads and torsos need to be the same size,scale,and vertex amount. And of course you can do this for legs,hands,feet.
  14. You could have your testers record their game play then have them upload it to YouTube but have it set to private. Then they email you the link.
  15. It's not just an easy task. It would require a complete rewrite of the renderer. You can still use substance designer right now. You just have to use a couple more clicks of the mouse.
  16. I have software specifically made to create and animate vegetation. Depending on the distance from camera. Each individual billboard is switched out with an instance. Or vice versa. I don't see why it would be a problem switching out the closest instances with copies.
  17. In opengl, doesn't each instance get a invocation id in the geometry shader? With that wouldn't we have control over each individual instance?
  18. How do you pick the vegetation for decals? I am looking to animate trees and others with bones. So can't I pick the closest trees around the character controller and use copies instead of instances? It shouldn't raise the entity count that much.
  19. 1. What are the polygon or vertices limit for a single instance? 2. Are there only two LOD for each instance? (billboard and regular model) 3. In this system can we add more LOD? 4. How are animations handled for the instanced vegetation? 5. If I have trees that are rigged, can I use different animations at the same time on identical instances?
  20. Shadmar, that is really good. I like the lighting a lot. Great werk.
  21. Good work. This is similar to a university real time engine. Is the location of the individual vegetation generated when the world is created? Or when a player enters a zone? Or distance from camera? I ask this because how is this going to work with multi player. Because if it is zone or distance. The placement of vegetation would be dynamic for the first player in that area. Then you would have to do some sort of a placement algorithm check based on which player was there first for each player that comes and goes while there are other players there. Right?
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