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Josh

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Everything posted by Josh

  1. Josh

    Scene quality

    Neither image shows terrain casting shadows, so that is not an issue. I don't see any lighting being rendered at all in your second image.
  2. If you are relying heavily on Lua it is possible this could be due to the Lua garbage compiler, but I doubt that is the case. My initial thought was some other process running in the background. The easiest way to test this is to run your app on some other machines.
  3. If you can't afford it before then, we'll still offer it, but the option will be taken off the main site.
  4. We may do a custom water shader for this. A cubemap lookup with a skybox would be a lot cheaper to render than a full reflection, and that crystal-clear Half-Life 2 style reflection is sort of a rare occurrence in nature. The tree line like you made is extremely cheap to render if it is far away enough that billboard rendering is used. This will be very interesting to me, too, since I got my start as a level design artist. I was always good at details, but laying out a full scene was something I never "got".
  5. I think you should make your game, and by the time you are further along a dedicated server mode will be supported. At this point it would not make sense for me to devote a lot of time to this.
  6. This is not supported.
  7. Billboards are already automatically generated for vegetation layers.
  8. Josh

    Fresh Blood

    I don't know why everyone bags on STALKER graphics. The buildings are the most detailed I have ever seen.
  9. If they're dead, they don't move, and there is no need to animate them. They'll just keep the last rendered frame.
  10. The fun part is speculating about who's game it is.
  11. I actually really like the Kismet approach, and I can see how it would easily integrate with our Lua implementation. It would be stupid if the behaviors were all hard-coded into the engine, but you can define behaviors in Lua, give the editor a list of available inputs and outputs, and then a designer can just link together predefined objects to make them interact.
  12. Happens all the time, on this forum.
  13. High-end PC graphics will always be our flagship, but I think there are other platforms that will pay the bills better.
  14. Yep. The technology is in a good position now.
  15. I'd design it around whatever Intel's low-end offering supports.
  16. You will just use the editor to select what kind of material you want, and it will copy from a set of presets that already have the defines written for each platform. Or you can do it by hand. The defines aren't code, they are just statements that tell the engine to skip parts of the file when loading. This is all very theoretical right now.
  17. I think computers on average are getting slower. Laptops are now more popular than desktops, and I think netbooks will replace laptops. Therefore, the average computer's graphics hardware is steadily getting worse, even as the high-end hardware improves geometrically. In three years, I think the average computer will be a netbook sold at Walmart for $100 with an Intel integrated chip, while the average Steam user's machine will have a GEForce 285 or better. So I'd like to offer both the extreme high-end graphics we always have, as well as the really low-end simple stuff.
  18. I think this should be easily adjustable in the model editor, so you don't have to edit text files. You can just choose from a bunch of presets, since we have almost every effect under the sun already. If you want something new, you can either specify a custom shader, or add your own material/shader preset to the list of available presets.
  19. This was something I conceptually struggled with, but I think the best solution is define statements in the material file: texture0="scarymonster" #ifdef LW_RENDERER_OPENGL_1_2 cpuskinning=1 shader="mesh_diffuse.vert","mesh_diffuse.frag" #endif #ifdef LW_RENDERER_OPENGL_3_2 texture1="scarymonsterdot3" shader="mesh_diffuse_bumpmap_skin.vert","mesh_diffuse_bumpmap.frag" #endif The biggest question is how far back do we want to go? No matter what, someone is going to complain when their GEForce 2 isn't supported.
  20. Josh

    Fresh Blood

    Dave Lee has joined the Leadwerks team. His job is to create a AAA game environment in Leadwerks Engine. Check out his work here. (Influences of Crysis and S.T.A.L.K.E.R., how could I not hire him? ) Simon Benge, the lead artist from FPS Creator X, is also completing some animations for us.
  21. We're going to offer a low-end renderer in the future, but it won't look like what you think of as Leadwerks. It will be just as bad as every other low-end renderer.
  22. The X1950 isn't supported. Your GEForce 8600 is fully supported. Please go to www.nvidia.com and download the latest drivers for your card.
  23. This works fine: // ==================================================================== // This file was generated by Leadwerks C++/LEO/BlitzMax Project Wizard // Written by Rimfrost Software // http://www.rimfrost.com // ==================================================================== #include "engine.h" int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd ) { Initialize() ; RegisterAbstractPath("C:/Leadwerks Engine SDK"); SetAppTitle( "test" ) ; Graphics( 800, 600 ) ; AFilter() ; TFilter() ; TWorld world; TBuffer gbuffer; TCamera camera; TMesh mesh; TLight light; TMesh ground; TMaterial material; world = CreateWorld() ; if (!world) { MessageBoxA(0,"Error","Failed to create world.",0); return Terminate(); } gbuffer=CreateBuffer(GraphicsWidth(),GraphicsHeight(),BUFFER_COLOR|BUFFER_DEPTH|BUFFER_NORMAL); camera=CreateCamera(); PositionEntity(camera,Vec3(0,0,-2)); material=LoadMaterial("abstract::cobblestones.mat"); CreateEmitter(50); mesh=CreateCube(); PaintEntity(mesh,material); ground=CreateCube(); ScaleEntity(ground,Vec3(10,1,10)); PositionEntity(ground,Vec3(0,-2,0)); PaintEntity(ground,material); light=CreateDirectionalLight(); RotateEntity(light,Vec3(45,45,45)); // Game loop while( !KeyHit() && !AppTerminate() ) { if( !AppSuspended() ) // We are not in focus! { // Rotate cube TurnEntity( mesh, Vec3( 0.5f*AppSpeed() ) ) ; // Update timing and world UpdateAppTime(); UpdateWorld(AppSpeed()) ; // Render SetBuffer(gbuffer); RenderWorld(); SetBuffer(BackBuffer()); RenderLights(gbuffer); // Send to screen Flip(0) ; } } // Done return Terminate() ; }
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