Jump to content

Josh

Staff
  • Posts

    24,629
  • Joined

  • Last visited

Everything posted by Josh

  1. That indicates the models aren't made to line up in the first place. Wouldn't it be easier to just model them so they line up easily, and then you can just drag them into the scene without having to carefully adjust them?
  2. In the next version the floating point numbers will be able to go out to 6-7 decimals, but I agree it is unlikely you need this precision.
  3. Which do we care more about? 1) Discussion of per-language special features that have nothing to do with Leadwerks. 2) Discussion of Leadwerks API that is common to all supported languages. Special language features are going to get more obscure in the future because only things that work on iOS, Android, Windows, and Mac will be relevant to anyone doing cross-platform development.
  4. I would try the AC3D forums. The GMF loader just loads whatever texture coordinates are in the file.
  5. Josh

    Darkness Awaits

    These are images from years ago. They aren't meant to be final logos, just concepts. Most of them are too blurry to read clearly. I kind of like them all.
  6. Josh

    Darkness Awaits

    Leadwerks3D will ship with a finished game demo to demonstrate how to use the software. Darkness Awaits is a third-person dungeon explorer with a 45 degree view. It's like a cross between Diablo and Legend of Zelda: A Link to the Past. This is an idea I had back in my very early days of game development, before I even learned to program. This was originally done in the Quake 1 engine. It didn't really go anywhere, but what we had was awesome. You could run around and shoot skeletons with flaming arrows, in a third-person view. B) My job was actually map design. My favorite part was this cozy little house you started off in with a fireplace and a warm feeling, before going outside into a snow storm to kill monsters. And so, the project is being resurrected to demonstrate game development with Leadwerks3D. Below are a few possible logo styles. Which is your favorite?
  7. Start with a root widget, then draw its children recursively.
  8. The problem is people with programming questions who use C++ will never get seen by someone who might know the answer who uses C#, etc. We have a "general" programming forum, so people have to choose whether they want their question asked in a sub-forum that is more specific, or in general programming, where they might get more views. Or they might get fewer, if everyone just sticks to their own language sub-forum. Here's Macklebee posting in the wrong forum: http://www.leadwerks.com/werkspace/topic/4135-animationlength Once the programming forums got split up like they are now, I just stopped reading them.
  9. The problem is we have too much categorization, and people end up not visiting sections, myself included. I am trying to make everything one level deep, across the site.
  10. I won't do this quite yet, but keep it in mind. Also, in LE3 the syntax all matches between supported languages, so that should make things more cross-language friendly.
  11. I'm moving 3D World Studio into the tools section of the Asset Store, and focusing the whole site on the engine. (The new version merges 3DWS and the engine together.)
  12. Sign in is still on the left. You can sign out by going to the Account drop down menu, then Sign out is the last item.
  13. I fixed the artwork forum, thanks for pointing that out. Yeah, that proves my point. Too many subforums.
  14. I want to merge all the programming forums into one. There are too many forums, and the sub-categories get confusing. Most programming topics don't revolve around only one language, as they are all pretty similar once you get over the syntax. I know I just stopped reading them all once they were split up into different languages. I think the most recent topics in programming are more relevant to most people than having them divided up so you don't have to see something in another language. What do you think?
  15. I have found it isn't polygons that matter so much. Bumpmapped surfaces are far more demanding. These devices seem limited by pixel shaders for the most part.
  16. I like where this is going.
  17. This will make sure the light's local position is kept, which I assume is 0,0,0: EntityParent spotlight,cam,False
  18. Of course, my article was not meant to declare a hard and fast rule that was accurate 100% of the time. Everything else being equal, a larger team will have a lower per capita efficiency than a smaller one. When developing a complex application with many interwoven systems (like a game) this loss in efficiency can be very significant. This article was written to explain some of the advantages people working in small teams have, so they can better understand their own strengths. In the past I sometimes found myself engaged in wishful thinking that if only I had more manpower I wouldn't have to figure out some complex task...but more workers doesn't make design challenges go away. You still have to make all the design decisions, describe to your employees exactly what you want them to do and how they should do it, and verify that it was done correctly. Often times it's much easier to just do it yourself than try to assign, monitor, and evaluate someone else's work.
  19. You might try downloading new drivers from www.nvidia.com. However, I don't think the engine will run very well on your card. I didn't even know there was such a thing as a GEForce 7050.
  20. And who enjoys the benefit of that? Is your definition of success to be a shareholder of a company that produces "Call of Duty: Modern Warfare 3", 4, 5, etc.?
  21. A pep talk is an emotional story that makes you feel good for a couple days. The effect wears off, because nothing was really learned. I explained in pretty scientific terms two significant problems a company faces as they grow. The purpose is to make you aware of advantages you have that you didn't realize. If you are forming teams and collaborating, this will also help guide your decisions on how many people you need, and what you can expect from others. I'm not sure the definition of a "modern" AAA game even makes sense anymore. AAA games are targeting five year old hardware, so they've already given up on pushing technology forwards. RAGE on the PC looks about the same as RAGE on the iPad. Exactly what makes them AAA? Advertising and having a popular franchise, and not ever doing anything new? Look how many large studios are striking out on the consoles. If it's not "Call of Duty" or another well-established franchise, it's going to struggle. Meanwhile, Minecraft is selling like crazy, and it's not even finished. Casual and mobile make up a bigger and bigger percentage of gamers, so are they really "casual"? No, the days of the giant game studio are at an end. Indie is the new AAA.
  22. What I'm saying is the core of almost any complex technology is designed by one or a few people. You can expand and add more workers into the mix later, but they won't be anywhere near as effective as the initial team, and you can't very well split up the work of designing the overall system.
×
×
  • Create New...