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Posts posted by Guppy
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Ogre3D (not a game engine) had it for a while - it looks very good, especially the eyes
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But it wants a password.
Thats for private betas - the public beta should be available
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If you just want an extended try without repartitioning tour hård drive I reccomend going with a live usb
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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.
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?
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i am not a fan of GNOME. So i hope it will work on Kubuntu.
And i can't think of any reason why it shouldn't.
just install gimp and it should preload all the gnome/gtk+ packages your missing
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You can use raknet or any shared library in lua but you will need to make a wrapper that exports the functionality to lua
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same thing for linux;
xargs -a filelist.txt -d '\n' rm
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Reminds me og orcs must die that last one. Nice work
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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!
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Maybe you have it the wrong way round?
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
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Untill they add eye tracking the occulus will be a novelty item
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Since the two positions can be thought og as vectors from origo:
Normalize(A-B)*0.2
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For textures / 2D:
http://www.gimp.org/ - While often compaired to photoshop, it is most decidedly NOT photoshop, but a great piece of software in it's own rigth
http://krita.org/ - digital painting software ( if your going for that hand painted look )
http://mypaint.intilinux.com/ - digital painting software
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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.
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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).
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I can;t get Boolean to work.Am I missing smething?
Not sure I tried aswell but even after applying it vertices that should have disappeared remained
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Beta channel ftw
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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
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Once the c++ version comes out would it be possible to use something like PhysicsFS in your game?
Or rather is there currently a file system abstraction I can replace so I can make Leadwerks built in model/texture/sound loading use the virtual file system?
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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
This allows for a much faster ( or lazier if you will ) art pipe line, eg for making a castle;
- 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
- re-topo the entire mesh into a lower poly model
- repeat step 2 for each LOD level
- unwrap and bake normal maps
vs
- create a low poly base castle mesh as you would for sculpting
- unwrap
- 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 ))
- 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
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Looking forward to seeing your one cube game
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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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This http://chipx86.github.io/gtkparasite/ styles it self as 'firebug for gtk' so it stands to reason that they found a way of doing it.
Sourcecode: https://github.com/chipx86/gtkparasite/ (MIT license)
Leadwerks "opengame" project?
in Suggestion Box
Posted
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 . 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 )