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Josh

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Everything posted by Josh

  1. You should be able to change graphics resolution without having to reload anything.
  2. Unfortunately, I can't see what I am looking for examples of in those videos. I contacted the guy who made the FPSC character animations.
  3. Josh

    XBox

    No, Steam just publishes good games. Many first-time developers have released games on Steam.
  4. A GPU only has so many texture units available, so it's impossible to render large numbers of instanced lightmapped objects. UDK uses many different kinds of lighting and shadows, so it's often hard to tell what is going on.
  5. For each class of objects, have a save and a load function.
  6. That's because when you render in wireframe, the rasterizer no longer covers up what was behind the object.
  7. Josh

    Animation Prototype

    Yep, that's how it is meant to be used.
  8. 3D World Studio does support vertex editing. There is no need for animation, since it is a program for making buildings, not characters.
  9. You can make your models in a third-party modeling program, or download them from this site. Then you place them in the scene with Leadwerks Editor.
  10. Yep, this is talked about in the end of the big Lua tutorial.
  11. You can't even run a game without SM3 because the cards can't do basic things like a texture lookup in the terrain shader to set the terrain height, or for GPU skinning.
  12. Josh

    Lua and LE

    There's going to be a sort of open-source playable game written in Lua, but it takes time. Right now I am trying to find an artist to animate the soldier model.
  13. Josh

    Lua and LE

    The C++ tutorials cover the basics of different aspects of the engine. C++ was chosen because it is a standard everyone should be able to follow along with. There isn't much different between this: TModel model = LoadModel("thing.gmf"); And this: model = LoadModel("thing.gmf") There are two working examples in Lua, located in the "Script/Games" folder. I am not clear on what you are asking for. It seems you want a tutorial that goes through and makes a simple game in Lua piece by piece.
  14. Why would you want to do this? If Leadwerks could run a a Shader Model 2 GPU, it would look like any other stuff that runs on SM2 cards.
  15. I like Terminal, but I'm not sure that is accurate.
  16. I have never heard of Maestro so I'm afraid I can't give any advice.
  17. What should I call the root type for both the TServer and TClient types? TNetworkNode? TNode? TTerminal? THost? What seems like a proper name?
  18. Josh

    3D chat

    Chat 20 is up. This uses locally controlled clients. You own controller will respond instantly, though other players may be more laggy than before.
  19. I am stating that no engine is immune to driver issues. They all use either DirectX or OpenGL, and ATI periodically releases drivers with problems with either API.
  20. Josh

    Terrain Texture

    Sounds like maybe you need to install graphics drivers?
  21. The new networking features might help you here.
  22. Every game has issues with ATI drivers from time to time, whether it uses DirectX or OpenGL: http://forums.amd.com/game/messageview.cfm?catid=279&threadid=118892&enterthread=y http://forums.amd.com/game/messageview.cfm?catid=279&threadid=125717&enterthread=y http://forums.amd.com/game/messageview.cfm?catid=279&threadid=125385&enterthread=y
  23. Josh

    Lua and LE

    I think you will find the knowledge you gain in the C++ videos will transfer almost 100% to Lua, since the commands are the same.
  24. Josh

    Lua and LE

    There is extensive documentation of the Lua implementation here: http://www.leadwerks.com/files/Tutorials/Lua/Getting_Started_With_Lua.pdf See pages 10-14 for information on class scripts, especially starting at page 12. On page 18 it shows how to make an object turn each frame in the editor, using a class script. The command documentation is all in the wiki. Start here: http://www.leadwerks.com/wiki/index.php?title=Entities We're also in the process of getting an example character animated, so it can be used for a "make a game" type tutorial.
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