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Blog Comments posted by shadmar
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It's so cool that you are doing this.. always wanted to try this myself
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Good luck.
I liked The Walking Dead series from Telltale
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If you save this as a prefab with materials, you can just have people generate the lightmap themselves after it's loaded. Just rename the top one to break the prefab before doing so, then it will accept lightmaps.
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Wow nice job!!
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Nice! Now we could make a car, however no springs yet, so don't drive on bumby roads.
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The One Thousand Backer Challenge
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Yeah that is an epic scene
http://www.leadwerks.com/werkspace/topic/5061-the-ocean-thread-the-new-one/page__st__40#entry44865
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Procedural Terrain
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Thanks for that in depth article. Very nice
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I can also chip in if needed somewhere in lua or shaders.
Also github for source control is free and using pull requests instead of writing to master directly we shouldn't make the same mistake twice (overwriting code and stuff).
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Beginning work on Leadwerks 3.1
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
I suppose by PC you mean Windows and OSX (mac) or just windows?
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Leadwerks 3 Update Available
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
That's quite some update! I think I like everything done in this one
Thanks.
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Lightmapping curved CSG objects
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
+1
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Leadwerks 3 Update Brings Rendering Enhancements to Mobile
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Looking forward to play with this after the weekend
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Lighting enhancements and fixes in Leadwerks 3
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
This is a great update, thanks
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PM'd the shaders.
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Hey Andy. I have some "hybrid" shaders which does both lightmap and dynamic lights. (Not for mobile). Let me know if you want to test in one of your csg levels)
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Great I've always been a fan of tutorials written in this style
(I hate video tutorials)
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Congrats on beta release Josh.
Somewhat unexpected price range I must admit yes.
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I really like this approach
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Really nice work
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I tried to like this but...
I am being to positive latelay so sorry
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That looks great indeed
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If I had the brains to do it, my big dream would be a planet renderer, however this isn't very usable except for big *** space games. Streaming terrains, I have never tested (don't you need alot of storage for those?)
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Yeah I guess, but it's still kinda wip at the moment.
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In this example it basicly translates the base colors shown from picture 3. Red will have sand texture repeated and tiled 64 times. Green will have rocksand, and blue will have rock. This way you get nice and detailed ground. It's good for mixing and blending heavily tiled textures.
But there are several ways to do splatting, using alphamap blending or just plain worldnormal slopes or height.
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Large-scale terrain algorithms
in Rendering puzzles
A blog by Rastar in General
Posted
Take a look what this guy is doing in webgl using opengl4 tesselation and some scripts. Full sources and glsl shaders and explainations are available.
http://codeflow.org/entries/2010/nov/07/opengl-4-tessellation/
He uses a terrain generator for this aswell : http://lithosphere.codeflow.org/