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VeTaL

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Everything posted by VeTaL

  1. I'm working on it now: i want to make animated hands separate from body. but player may can look down and see legs of model.
  2. How can i do subj? For example, i have state control of the game (menu and so on) on C++ and game logic is written on LUA.
  3. ah, waiting for release of this version Gamelib.
  4. Fog particles inside the road doesnt looking good, i think. I saw somewhere, probably in Torque, culling of particles that are participial visible, its looking much more better
  5. VeTaL

    Village generator

    After model generation, its checked by bboxes if this place is free, so models would never stuck in each other. Moreover, there is also height check: it takes 4 down points of bbox and checks their height, so models would never fly in space. And finally, there is collision with all boxes, so player cant go through buildings.
  6. VeTaL

    Village generator

    //I am going to assume, you don't have collisions on those models? Of course, they are Thanks, guys, for replies
  7. After looking at CityEngine, i got an idea, that it would be nice to make something similar for Leadwerks So, i decided to start with simple Village generator: i extend standard rode, so no it have some additional parameters: 1) By default, generator is disabled, its enabling by checking "Enabled" flag 2) "Seed" is just a seed for random generation. If you need exact position of each model after each restart, you may use the same seed, and buildings would be guaranteed generates on the place you see. If you need to change position after ever restart (some random-generations), you may just generate new seed number, and models would be generated in new positions every time. 3) "Density" is density: the higher variable - the more tries to position new buildings. 4) "Distance" is distance to the road, this is simple 5) "Models" is just a list of models, that you want to generate: it can be houses, trees, whatever you want. also, tested with racing demo - looking very nice. TODO list: - add "distance" and "density" to each model or to list of models. In this way user'll be able to generate something like "i want field1, field2 and field3 be randomly generated near the road, i want house1 and house2 to be randomly generated after the fields and i want tree1, tree2, tree3 and tree4 to be generated right after houses"... this would allow user to create villages very fast.
  8. Kill me, i just forgot to disable second light
  9. In game and in Editor i have the same brightness/contrast/saturation parameters: 1/1/1 But in game picture is much brighter than in editor, what can cause this?
  10. Manuel, try Flexman's code: shadowshader="abstract::mesh_diffuse.vert" as this helps me.
  11. VeTaL

    Portals

    Yes, also i think of LOD usage with simplest last LOD... looking like its the faster solution for now, if it wouldnt fast enough, i'll use triggers... But it would be better to use build-in octree or even grouping.
  12. VeTaL

    Portals

    Thats not good... so, we may wait for octree... On the other hand, there is http://www.leadwerks.com/wiki/index.php?title=EntityCulled so, if i would be able to add all things that are "inside the house" and check them if they visible... Another variant is really to gather them into one list and if player far enough - make them all invisible... but i dont like this solution
  13. VeTaL

    Portals

    I just think that this may be published somewhere Okay, then some another questions: How can we calculate visibility? By the group parent? For example, i have a house with tables inside... when i group tables with house, how may i say to engine that we may check visibility of house? Or it automatically checks for summary Bounding Box? Other question about LODs, as i would change house LOD, what would happen with tables? Would physical shape of LOD change, or it stays as from original model?
  14. VeTaL

    Portals

    Hm, there is about Groups on the Wiki: http://www.leadwerks.com/wiki/index.php?title=Category:Groups But there isnt link about Groups on the main page.
  15. VeTaL

    Portals

    Had the same idea
  16. VeTaL

    Portals

    Well, thanks, i'll try to make the same tunnels level, as on that Josh's picture and test SetGroup (just want to know that for sure ), it must take not more than 5 minutes. Can you add some details about this? i did find nothing about linking in tutorials.
  17. VeTaL

    Portals

    I was sure that i saw this in nearest blog, so i watched through all Leadwerks blog Okay, lets return to topic. 1) How can i make groups of objects dynamically, in code? 2) Is "linking" in Editor is this grouping? So i need to link all 1000 objects (like table, doors and so on) to the tunnel?
  18. Hmm... Good idea. But what about publishing rights?
  19. No need of PhysX or Bullet: Newton has 2 vehicles, and if they both would be implemented in LE, it would be enough: "raycast" car for simple and fast solutions and "multibody" car for more complex variants.
  20. VeTaL

    Portals

    Aha, i found it Damned, this is one of the oldest blog notes: http://leadwerks.blogspot.com/2008/10/here-we-see-how-scene-can-be-divided-up.html I'd be very disappointed, if the feature from 2008 year is not implemented yet
  21. VeTaL

    Portals

    No, its just indoor optimization: indoor level consists of portals and engine calculate, which portals are visible, and which are not visible and cull them. Yes, occlusion culling works only with expensive models. I'm asking about another culling... and i'm really disappointed if LE dont use portals, because i saw something about them in blog, but cant find it now. http://www.gamerendering.com/category/optimizations/culling-optimizations/ Very nice article about different types of culling.
  22. I can recommend you Scott Meyers - Effective STL: 50 Specific Ways to Improve Your Use of the Standard Template Library.
  23. VeTaL

    Portals

    I have a question about indoors and portals: i remember, there were a post from Josh with "tunnel" level, there were something about portals. So, it "portaling" works by default, or i must enable it? I mean, if i have a labyrinth from separate models like this = \ || || \====/ would the invisible portals be culled by default?
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