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Josh

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Everything posted by Josh

  1. The winners on consoles are already established. No newcomers will succeed. Anything that's not Call of Duty 7, etc. will fail. That's when companies move on to a new platform that isn't dominated by just a few big winners. This bodes very well for indies because you are not artificially blocked out of the mobile market. Conditions could not be better than they will be over the next couple years.
  2. Both MS and the PS3 have a stupidly closed system, and are getting crushed by Apple because of it. Console sales are down something like 30% year over year, while mobile is rising.
  3. It's definitely possible. There are several wrapping libraries out there to interface C++ with Lua. I recommend ToLua++.
  4. Josh

    Moving Right Along...

    It's also one feature I was initially against, but the community successfully convinced me to do it, and I think they were right.
  5. I'm happily starting out on the CSG editor. The first step is to add a grid in the orthographic view modes so that you have a frame of reference. In Leadwerks Engine, the editor used some callbacks to call OpenGL commands to draw the grid. In the new system, Leadwerks3D, I added some per-camera commands to control the grid spacing, resolution, and colors. (You may safely ignore the mysterious black cube in the center.) This way the editor never has to call OpenGL commands directly, making room for the possibility of other rendering APIs the engine can support in the future, like DirectX or software rendering. One small little detail: In the Leadwerks Engine editor, the editor simply calls immediate draw calls (glVertex3f, etc.) to draw as many lines as are needed. In each orthographic viewport in the above screenshot, there are about 80 lines being drawn, which would require 80 draw calls. In Leadwerks3D, the engine creates a repeating patch and renders it as many times as needed, very similarly to how terrain is rendered in Leadwerks Engine. This reduces the number of draw calls in the above screenshot to about 24. Of course, instanced is always faster than non-instanced, and vertex buffers are much faster than immediate mode drawing, so this will increase the responsiveness Leadwerks3D over both the Leadwerks Engine editor and 3D World Studio. The next step will be to add controls to navigate viewports. This includes free-look with the mouse in perspective mode, and panning and zooming in the orthographic views. After that, I will start the actual code for drawing primitives, like 3D World Studio does. The functionality of 3D World Studio and Leadwerks Engine are being merged into Leadwerks3D. I miss the convenience of CSG editing. It allows non-artistic people like me to easily put together good looking buildings and interiors. It also makes it easy to establish a theme for a scene using sets of pre-made textures. And if nothing else, it's a convenient way to block out scenes for play testing, until the real art assets are finished. You'll also notice I have switched my main development machine to Windows 7 for the last leg of this journey. We're on schedule for a summer release this year.
  6. We accept all credit cards listed in the checkout area. There is no disadvantage to any.
  7. I like the edges quite a lot. That's what rocks here look like,
  8. I'd really prefer not to have topics with titles like this on the front page when technically unadvanced investors are looking at the company. Leadwerks Engine is a programming SDK. If this is not meet your needs, you should go elsewhere.
  9. Since popular technology is moving backwards, this makes perfect sense.
  10. Last time I looked into it, it had something to do with setting an application profile with the NVidia driver, and it would have to be done by the end user, anyways.
  11. And then I have to do something for Crossfire to work...
  12. I don't make any effort to investigate or support this because so few people have it. I have no idea what, if anything, I have to do on my end to make it work.
  13. Actually, OpenGL no longer supports picking. You can do it by making each surface a separate color and reading back the color of a pixel at the specified point, but that sucks. I suppose you could embed the byte address of the rendered surface in the color, but you better be sure the colors are completely accurate! But yeah the two are the same, except OpenGL runs on everything and ms can't even decide on one version of directx to use, even for windows.
  14. Since the renderer can be swapped out, yes this is possible. You cannot easily make something like that. DX11 won't do anything to help you. It's a matter of labor, not technology. They probably paid a third party like Blur Studio a couple hundred thousand to produce that.
  15. I have no plans to ever add support for DirectX 11, unless Leadwerks3D ends up on the next XBox. OpenGL 4 has the same features and is cross-platform compatible.
  16. Just do it how UT2004 did it. You have a series of frames for caustics already, just add them to a material, make a shader that does a lookup and adds the caustic to the output color, and use this material on any walls you want to display this effect on.
  17. What is the difference between 'debug' and 'release' modes in VS 2008? Is it simply that release mode lacks the macro 'DEBUG' definition? If I remove this macro, am I getting a complete "release" DLL, or is it being slowed down by some other debugging stuff?
  18. This is not possible, because XNA allows C# code only. Same problem with Windows phone.
  19. Josh

    map

    Is that an old version? CreateFramework should be highlighted in the script editor when you type it. Here is the current demo: http://www.leadwerks.com/werkspace/files/file/232-leadwerks-engine-evaluation-kit/
  20. Josh

    Crash

    .NET is not required.
  21. Using global near, medium, and far view ranges results in much much faster distance culling because it allows large chunks of the scene to be discarded without having to iterate through each entity.
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