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Guppy

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Posts posted by Guppy

  1. Inspired by this update by the user "marcus" I had an idea.

     

     

    Development of new features in blender is driven mostly by the openmovie projects ( http://www.blender.org/features/projects/ ) the advantage of this approach is that blender gets new features that are not only needed but thoroughly tested and works in a way that makes sense to the users - thus sidestepping the flaws usually associated with interaction designed by programmers wink.png. I wonder if it would not be worth doing something similar for leadwerks.

     

    The basic idea being you select a group of leadwerks developers who knows their way around the engine / have shown published something with it ( henceforth "the team" ). The team will then decided upon a project eg. a RTS game, and then report any problems or shortcomings in the workflow and/or engine.

     

    The leadwerk developer(s) will be monitoring on the sidelines fixing problems as they occur and helping integrate patches.

     

     

    Two problems I see with this is that LE being closed source I don't think the team will be able to contribute much in the way of code, and secondly I think there is only one LE developer which could turn out to be a bottle neck.

     

    I'd love to hear what you think about this suggestion, even if you just think it's a horrible idea ( but do be specific about the why )

    • Upvote 1
  2. Before thinking of doing a MMO, you have to evaluate the hardware requirement:

     

    The more users you have on the "servers" (Yes, you will need servers for this), the more servers and bandwidth you will need. Going into a MMO require a lot of budget and resources on the hardware side. Never seen a MMO game being hosted from a garage using a home connection. smile.png

     

    1 - Start by creating a multiplayer game (LAN) first, then try to support more users in a single game. For a single PC, 16 players at the same time is possible if the bandwidth is sufficient to support them.

     

    2- If your going "public" you'll need to check how to get some "ports" (your host) open and do some "NAT" translations to get behind routers.

     

    3- If your still want to go to the full MMO, game you will have to run the game over multiple hosts, and that the servers does "load balancing". Really not an easy task.

     

    Holy necro batman!

     

    Any reason You decided to resurect a 2½ year old thread?

    • Upvote 1
  3. I'm curious as to how you would go about making an LOD system given LE 3.1 as it stands today. [...]

    Any other ideas on how to do this?

    To sum up the 5 pages : you just need to find some spherical cow that can live in a vacum!

  4. Maybe you have it the wrong way round?

    800px-Vector_subtraction.png

    In that case every step when you multiply c by step you would have the bullet flying in the wrong direction.

     

    if that's not the issue I'm going to need some more details :)

  5. For Blender, dive on Youtube and search basics tutorials for 2.6 and above.

     

    I have to agree with cassius - blender is down right hostile at times. how ever once you get the hang of it it's really quite great, and you have every thing you need in one single app.

     

    If your picking up blender for the first time then go through you will want to go through chapter 2&3 a coupe of times before doing anything else

    http://cgcookie.com/blender/cgc-courses/blender-basics-introduction-for-beginners/

     

     

    ps: I just noticed my "l" button is broken so I had to manually copy&paste it in... sorry if I missed a few.

    • Upvote 1
  6. What lacks a lot:

    - need some curve , line and other tools

     

    Not really sure what you mean, blender has had curve support since atleast 2.4 http://wiki.blender.org/index.php/Doc:2.4/Manual/Modeling/Curves

     

    - baking normal map all options and features 3D Coat has

     

    don't know about the 'and features 3d coat has' bit ;) but you can bake normal maps with blender just fine :)

     

    And even more advanced retopo for cylinder like with lines, almsot automatic tool (but not free)

     

     

    It is free ( in every sence of the word )

     

    you can choose to buy it (and so support the people making it, helping make it better) which also gets you support

    http://cgcookie.com/downloads/contours-retopology-tool/

     

    But the plugin it self is freely available - source:

    https://github.com/CGCookie/script-bakery/tree/master/scripts/addons/contour_tools

     

    packaged:

    https://github.com/CGCookie/script-bakery/tree/master/release

     

     

    In that way it uses the same model as blender it self - the software is free, but you can chose to help it's development by sponsoring (or buying from their store).

  7. Leadwerks 2 we had the possibility for using abstract commands. e.g.

    Model myModel = Abstract("Mymodel.mdl");
    

    It would return the first find in the assets based on the given search parameter.

     

    I don't know if Josh has plans to bring this back in to the current version.

     

     

    It's a bit more low level that that - I want to intercept the open/close/read file commands inside loadXXXX('.....');

     

    as I'd rather not have to rewrite all the loading & importing functions :)

  8. Just about the only place I see tessellation having a place is as an "Improved bumpmap" - because it overcomes the traditional problem of bump/normal maping, namely that the edges of an object remains unchanged

     

    model_comparision.jpg

     

    This allows for a much faster ( or lazier if you will ) art pipe line, eg for making a castle;

    1. create a high poly model either by building it from individual stones or by sculpting a base mesh to look like it's been made out of individual stones
       
    2. re-topo the entire mesh into a lower poly model
       
    3. repeat step 2 for each LOD level
       
    4. unwrap and bake normal maps

     

     

    vs

     

    1. create a low poly base castle mesh as you would for sculpting
       
    2. unwrap
       
    3. put on your standard stone wall texture + displacement map

     

    The real nice part ( and what always has me day dreaming ) how ever is it's potential for creating static models ( buildings, etc ) on the fly procedurally using just basic geometric shapes... jum!

     

    For cases such as this it's perfectly adequate for "LOD", but due to it's linear nature it wont really work well with more complex or organic shapes - I ( or an artist ) can suggest a shape or form with far fewer polygons than you can with automatic tessellation, this is simply because it wont know what to focus on to get a recognizable silhouette1.

     

     

    1) there are ways to improve it, for instance DMC uses quadratic error functions to isolate sharp features in complex meshes, this is how ever still not anywhere near real time. And of course not all sharp features are helpful in creating a recognizable silhouette.

     

     

    ((why doesn't the bullet list have indentation - makes i very hard to read :( ))

  9. There's gotta be more to it than that. Doesn't it consider the triangles around it and adjust vertices accordingly (to make a rounder sphere, for example)?

     

    Most likely the new vertex is offset based on a normal map or the like, meaning that your normal maps resolution is the effective limit of how much you can tessellate before doing so no longer adds detail.

     

    Either than or it interpolates the vertex normals or it's "parents" and used that for offset - but that would just make everything rounder regardless of design intent.

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