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Michael Betke

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Blog Comments posted by Michael Betke

  1. One hint: After you finally placed your vegetation you can paint shadows onto the terrain to get rid of the flat distant look. I think it could be done with another global texture which comes in the new Leadwerks Beta. The shadows of the forest can be very blurry. From the near view the interactive deffered shaodws will do the rest.

    So you basically have a painted terrain AO map. :)

  2. Wow its seems Unity walked a long way. Now they are equally in one sentence with Unreal Engine.

     

    Played around with Unity for an hour or so. Its different. The import is nice. The little help-icons everywhere are the stuff i liked most. You click and -- whoop go to a nice help article!

     

     

    The established game engine companies have to do new stuff. But what can they do? A lot of technology has been developed and "small" companies like Leadwerks and others are picking up speed. The visual border disappears and no ground breaking new technology is invented every point release. User got the choice between several good looking engines these days.

     

    So how can they keep small companies away?

     

    1. Use their manpower and do awesome Toolsets.

    2. Crush the small companies with free/low-cost license models

  3. The huge versions are suitable for this kind or cliff distribution.

    I'll see how they work out in my next project and update them eventually.

     

    Some prefab and scale functionality would handy too so you could make a bunch of scaled and arranged rocks and distribute them along the cliffs. But thats a LE 3.0 feature too I hope. ;-p

  4. What's been the performance increase using this scene?

    It's Joshs show. So I wont tell here. But you will notice a clear before/after. :rolleyes:

     

     

    And how long does this take to load?

    The scene doesn't take long to load. 4 to 5 seconds.

    Worst loading times I had were a testmap with 13.000 mapmodels which took around 1,5 - 2 minutes.

  5. Yes I rendered the HD videos from the levels for Josh with a special recording script.

     

    There are some more plans with the Demo. But for testing new code with a fully functional level instead of just testscenes has its advantages.

     

    The sign means indeed 50 km/h. It's meant for the forest workers so they know how fast they can drive. :rolleyes:

  6. Well about price there are two things to conider:

     

    With current price you catch up a lot of "newcomers" and people with a small poket or people which know what they do and code a lot of things themselfs. So you maybe sell more but get a few bucks per sale.

     

    With a price like 1000$ you will be always compared feature wise with other engines having this price-tag and don't get the clients with a small poket.

     

    So it's a small path to walk upon. I dont want to be responsible to decide on that. :)

     

     

    I'm still a big fan of plug-in philosophy. Buy what you need. Decide how much you want to spent.

  7. What does this release do?

    I see some differences in some properties but most bugs are still in. Like settings are not saved, shadows are loosing etc...

     

    Small improvements are good too but I'm curious when the "big" stuff will be fixed?

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