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paramecij

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Blog Comments posted by paramecij

  1. Yeah, even in programming old is new again. I never imagined writing color palette effects, relying on LUTs and using various old school code tricks in 2013! .. I guess it's thanks mobile for resurrecting a dying art?

     

    (reading the old news posts)

    What happened to all that top notch content developers were privy to? Seems like it was a good thing going on.. judging by the typical screenshots, LE2's official trademark mascot was the firepit, and i guess LE3's will be the barbarian?

  2. @at the confusing posts above.. Maybe he meant baking all additional maps into the diffuse texture?.. of course this only works in limited situations, and not in your case..

     

    But im finding in its current state a, quick game or demo is about all i seem to be able to do.

    That was my impression when I looked at the beta demo.. PC is also my main platform of interest and right now, in it's hugely unfinished state LE3 is simply not cut for doing a more complex or big game on this platform.. Hopefully the big updates will come soon enough!

     

    anyway, thanks for the nice in-depth report!

  3. Yes, it should be universal, it should be int8, int16, int32, int64, float16, float64... in every programming language period. then algorithms and other code would be more easily portable. among other things.. and it's ONLY two types of number anyway, fixed point and floating point. But in real world it seems there is more types then there is known species on this planet...the type gets resolved at compile time anyway, so it's there just for our pretending...

    • Upvote 1
  4. You should have used own types for everything, like:

    typedef const float& constfloatref;

    That's what basically every C++ library does too.

    ...

     

    F'n yeah! And don't forget to brand them also, like LE3constfloatref... you know so they're easily distinguishable between other, lesser, more primitive types ;):D

  5. ..im interested to see speed results, on few particular areas..and eventually do some speed comparisons as recast is not a fastest gun out there .. but all in all, its good to have such feature integrated in to system, i just hope as i mentioned before, system will be done in such way that I could have renderer isolated entirely from other stuff, including this pathfinding solution..

     

    ..of which other 'guns' are you aware off?

  6. You seem to *really* like Left4Dead. ... a lot! :)

     

    Anyway, I think this will give quite an edge to beginners and save a lot of time to more experienced users.. Nice work!

     

    Some questions though. Will it work seamlessly with terrain and custom geometry (ie. buildings that can be entered and are placed on terrain, a cave mesh that's placed to a terrain 'hole', etc). Do you plan to supplement this with a traditional waypoint system, so you could connect two adjacent nav meshes (two towns that are far apart), or would we need to roll-out our own? ... This is already usable for numerous types of games even in it's current form, but since you're tightly integrating it with the engine, I think it would make sense to really flesh it out and make the most of it...

  7. Hmm, I always avoided Qt and didn't even bother to look into it, because I suspected it would be bloated, slow and not a pleasure to work with. Seems I've been wrong on all accounts on this one. But I've settled on using AntTweakBar now,for all my opengl/LE testing and experimentation needs - it works like a charm and doesn't get in my way, also there's no learning curve, installation or integration, you can just start using it right away. But I'll definitely look into Qt the next time I need a full blown GUI system! So please post more of your 'findings' on this one :)

  8. I understood that you aren't making anything MMO, the 'attempt an MMORPG' was more of a joke.. sorry for my badly put together reply - i'm not a native english speaker.

     

    Anyway I see that you're on the right track with your thinking, so all I can say more now is good luck with your project and hopes that you don't give up quickly!

  9. Hacking together something playable isn't hard, but making a complete and polished game is nearly impossible (even the "pros" can't seem do this right most of the time). So I wouldn't start on any game just yet, .. Familiarize yourself with the engine first, load up the default spinning cube example in c, then modify and add to it. Go over the tutorials Josh made, write as much of short and simple spinning cube type programs as you can.

     

    Then when you feel confident enough with the engine, you can attempt throwing together a very simplistic game, doesn't matter what kind, it can be totally silly and pointless, the main thing is that you learn something from doing it, so make sure there are some unknowns for you to tackle,.. and once you tackle them you don't have to finish the game, just repeat the process and start another. (time spent polishing it, is time better spent watching some blender tutorials).

     

    You need to get yourself up to speed to gamedev, then you need to get good if you wan't to make a real multi-player rpg, And writing (and rewriting) lots off small programs or games is just like doing push-ups in a gym, each day you can do one more, and when you reach a fitness level where you can do infinite push-ups you know you can attempt an MMOPRG :)

  10. Why haven't we found a good alternative to tree-view? You can't make a good looking UI with it, and it's too much clicking for my liking - always collapsing and expanding stuff which is getting crammed by too many sub-levels and too long strings... other than that I like the way you're going with this (and LE3 overall)!!

     

    P.S.: I think google's picassa has a good UI, not stock windows, but not distracting either, best of all, it simply works and fast at that, it never took me more than 2 clicks or a couple of keystrokes to find the right picture (amongst 15.000+)

  11. thats good news. Thats actually how these things should have been handled from the get-go: No releases until the current version is stable and bug free. Also helps people that do not want to upgrade their project but have to just to get a bug fix.

    That's the way I see it also.. glad to see all those bugs getting squashed...

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