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Josh

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Everything posted by Josh

  1. How would you tell any change? Where is your code that displays the result? I use this approach for rendering billboard textures.
  2. Clear the buffer with any color, using 0 for the alpha component.
  3. How can a buffer be transparent? What would it look like?
  4. The only time I have experienced a controller being "thrown" with great force was when the physics geometry had some one-sided surfaces it was moving into from behind. If you want help, please post an example we can run that demonstrates your problem. Otherwise we are just speculating about what it might be.
  5. The error that is thrown is an OpenGL error. A 2x2 buffer might be okay. A 2x1 buffer is apparently not.
  6. The engine culls large chunks of the terrain. For modern graphics hardware, 33,000 triangles is nothing, especially when our largest terrains are 33 million triangles.
  7. Not really. It's also completely separate from the scene octree. Octrees work best for sparsely populated scenes (where you don't have a ton of objects around) and the vegetation rendering of course is the opposite of that. It's a really highly specialized technique. I can usually explain other things pretty easily to people, but I have trouble even explaining how this works internally, which is probably a good thing.
  8. I enabled .rar file attachments.
  9. I think you might do best by offering several lower-priced packs, and one big one that costs less than the sum of the others. If you can automate the ordering process, selling each individual asset might not be bad, at a much higher price per item relative to the complete pack.
  10. You could just draw an image of the darkening effect on the screen, with the shade blend enabled.
  11. The Far Cry 2 editor has really great alignment for things like curved railroad tracks. I'd like to do something like that in the future. I love the individually modeled bricks.
  12. For each linked pair, take the distance between them, and add force to make them the distance they are supposed to be apart. If you just do this for each pair, it will work itself out and act like a rope.
  13. You have to download the 1.9.0 beta to get the best skins: http://sourceforge.net/projects/classicshell/files/Version%201.9.0%20beta/ClassicShellSetup_1_9_0.exe/download
  14. I don't think that video looks good. The waves look like sine curves. It's the kind of thing that looks okay at first, and after a couple of weeks it really starts bugging you because it looks so weird. I contacted the guy who's video I said I like.
  15. If you prefer the classic start menu like I do, there are several solutions available to get the classic start menu in Windows 7. My favorite is Classic Shell. Classic Start Menu is a clone of the original start menu, which you can find in all versions of Windows from 95 to Vista. It has a variety of advanced features: Drag and drop to let you organize your applications Options to show Favorites, expand Control Panel, etc Shows recently used documents. The number of documents to display is customizable Translated in 35 languages, including Right-to-left support for Arabic and Hebrew Does not disable the original start menu in Windows. You can access it by Shift+Click on the start button Right-click on an item in the menu to delete, rename, sort, or perform other tasks Available for 32 and 64-bit operating systems Has support for skins, including additional 3rd party skins Fully customizable in both looks and functionality Support for Microsoft’s Active Accessibility And last but not least – it's FREE!
  16. Because it means devoting time to supporting a feature that isn't implemented well. That guy has nice atmospheric scattering, but his water is no good: To get those results, you could simply model a patch of ocean and make a grid of them scrolling by the camera. I want this done right. Here's a good implementation:
  17. I know it's important for your purposes. It's hard to find the right person to write the implementation. Have you found anything I should look at? Page 22 of this doc has an OpenCL implementation, which is appealing to me: http://www.hotchips.org/archives/hc21/1_sun/HC21.23.2.OpenCLTutorial-Epub/HC21.23.250.Lamb-NVIDIA-OpenCL--for-NVIDIA-GPUs.pdf I am having trouble locating the actual demo.
  18. I'd like to see a high-res image or video showing what you are trying to do, and the scale of your player's ship.
  19. The near range inherited from the camera class is by default 0.1. We could probably change this for point lights so they can deal with closer objects.
  20. I am often told that the LE API is much easier to use and doesn't require complicated math. I would like to have a concrete example so I can show why this is, instead of me just making s statement with nothing to back it up.
  21. Without having the DDS file there is no way for us to tell what it wrong. Please post this file in an attachment.
  22. What kind of engine wouldn't have an entity system that did that for you? Can you name any engine where you have to calculate the math yourself like you describe? Most importantly, why do you find Leadwerks easier to program with than Torque and Unity, or other systems?
  23. 480 stream processors on a single card. http://blogs.zdnet.com/gadgetreviews/?p=13422 http://www.hexus.net/content/item.php?item=23088 Thanks to CarlB of FoxConn for tipping me off on this.
  24. Can you provide examples why our entity system is better than other engines that force you to use difficult math or scene graph commands? I am making a case why our engine is easier to program with. I would like to show code needed to do something with another engine and compare it to ours, and I am not that familiar with other approaches. Thanks!
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