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Josh

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Everything posted by Josh

  1. It means it might be easier to get them now. The cloth-works author just got one, and according to him their policies are changing.
  2. VS 2008 Express. I am having better results with the C clock() function. On my system, the resolution is 1000 ticks per second. The QueryPerformanceCounter() function I used earlier might be causing some time inaccuracies for some people's systems, according to the stuff I am reading.
  3. I am getting this error when I use timeGetTime(): error C3861: 'timeGetTime': identifier not found I am including <windows.h> and using it to create a Win API window. I also included winmm.lib in the "Project Linker>Input>Additional Dependencies" setting. I searched my Visual Studio folder for winmm.lib but nothing was found. I might not have the PlatformSDK installed, so now I am looking for that...but the link to download it is dead, and the search on their site doesn't return any useful results!: http://www.microsoft.com/msdownload/platformsdk/sdkupdate/
  4. I recommend posting a demo that shows the problem in the bug tracker. It should work.
  5. Maybe, I hear they are getting looser with the dev kits.
  6. This lesson will help: http://leadwerks.com/werkspace/index.php?/page/resources/_/programming/cpp/transparency-and-refraction-r10
  7. You can discuss Blender in the off-topic forum. Please don't derail topics.
  8. SetEntityScale(). If you are using LoadScene, it should just be the same as the editor.
  9. My blog gets updated once a week: http://leadwerks.com/werkspace/index.php?/blog/1-joshs-blog/
  10. I am first targeting Windows with OpenGL 3.3 and 4.0, and MacOS, then expanding to more platforms. Ordering my iMac this week!
  11. I like the curriculum at Devry. Very strong emphasis on math, and I would like to work with them more in the future.
  12. It would be useful for testing framerates.
  13. You would have to have a PS3 license to use Crytek's system or anything I would devise.
  14. Josh

    Model citizen

    Anything above a GEForce 7 series supports OpenGL 3.3, including your card. I'm coming up short on puns today.
  15. Josh

    Model citizen

    The OpenGL 3.3 renderer requires an SM4 card, and that is being developed first. However, I can write renderers going all the way back to the fixed-function pipeline.
  16. If you post a couple files you can probably get someone here to convert them for you to see. Version 3.0 will streamline the conversion process more. This problem has been resolved. It appears that technique merges combined light info, which will always cause lighting inaccuracies because you won't know how much each light is responsible for the values when you perform the lighting equation, so it seems kind of silly. I recognized early on that deferred rendering is the only technique that makes sense, and Crytek recently switched to using it. I think GG is just trying to support older hardware with their pre-pass technique, but it doesn't really matter anymore because everyone has GEForce 8+ hardware, and the people who don't aren't going to care about advanced lighting anyways. So it's like you're dumbing down the lighting to make people with GEForce 7's happy, which is an awkward hardware level to target.
  17. Josh

    Model citizen

    I can now load models in Leadwerks Engine 3 (as of this morning): Edit - Here's a demonstration of buffers working (as of this afternoon): Edit - And here's a comparison of a multisampled buffer next to a regular one (as of this evening): It's nice to see a feature in Leadwerks 3.0 that 2.0 doesn't have. I'm getting my iMac this week. I'm going for the dual core 3.2 ghz with an upgrade to an ATI Radeon 5750. Mac is still using OpenGL 2.1, and I have no idea how good the drivers are, but at least I know it will be stable. I am working with the OpenGL 3.3 renderer right now, which requires a Shader Model 4 card. OpenGL 4.0 is just like 3.3, with a few added features, and it will need a separate renderer. So right now we are looking at: -OpenGL 4.0 -OpenGL 3.3 -OpenGL 2.1 (for Mac) Those versions are just variations of one another, and I know OpenGL pretty well, so it's mostly just a matter of copying and pasting code. Since I have to deal with three versions of OpenGL anyways, it's not a big deal to add an OpenGL 1 renderer using the fixed function pipeline. Then of course we have OpenGL ES for the mobile platforms, but I won't be dealing with that myself. A DirectX renderer will only be needed for XBox 360, when the time comes. That's all for now. The material / shader / model systems are pretty crucial to LE3, especially how they are designed to be reloadable, so I have plenty of work to do! The most critical features in LE3 are the asset handling and the interaction system. In LE2 we created a system whereby programmers could share programmed game objects with Lua script, but we found that without an official visual interaction system, there were limits to how interesting your game components could get. With LE3, a totally new visual system will provide a framework with which your game components can interact, so everyone can create complex game interactions. In plain terms, that means I can easily drop a character into the scene, and set it up so when they die, a door opens, or something like that...with no programming. By the way, I recommend catching "The Social Network" in theaters. Some of the dialog is cheesy, but it's an interesting look into tech startups (and an unflattering portait of Mark Zuckerberg). The most interesting parts to me were the scenes in Palo Alto, which were a lot more familiar to me than the Boston setting. Plus, the soundtrack is by Trent Reznor: http://www.youtube.com/watch?v=qy8qDXQQZ3U
  18. What graphics card are you running this with?
  19. Since all entities can have a script attached, it is easy to make script functions for particle emitter entities, where you control each particle's properties when it is emitted.
  20. Occlusion culling will work on a per-entity and on the octree automatically.
  21. Fixed. Dumb recursive loop.
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