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Scott Richmond

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  1. Josh - Thanks for the blog. Quick question related to the topic of physics: Is the physics / animation engine included in LE3 capable of higher than usual floating point precision? I believe most engines run at half floating point (16bit). I'd like to be able to build a streamed world up to around 250km2. Apart from a decent culling technique the key limitation is physics sim once you get further than around 2km out from origin at 16bit floating point. Thanks Josh.
  2. I've been using Unity for the past couple of months...and I don't know if I'll even bother with LE3 by the time it hits. :/ We'll see.
  3. How is it able to use so many textures with RGBA texturing though? Can it be extended further?
  4. Is it? Looks like a pretty complete solution to me. I'd interested to understand whether you intend to build a GUI system from scratch yourself or not, as from my limited experience cross-platform GUI frameworks are actually fairly complex and full of many corner cases. Not sure I would be very happy personally if you decided to postpone such a critical feature because you want to develop it yourself your own way, despite how good it may be in the end.
  5. Just wanted to say that I like that you're open to blogging about incomplete ideas Josh. Its fun to sometimes see such ideas, even if they are a dead end.
  6. haha no problems mate. Would love your advise once you're back from vacation though.
  7. Ah I thought that was the case. What are my options Shadmar? What do the LE terrain shaders do to achieve 16 texture layers? What about using UV channels?
  8. More or less exactly that yes Shadmar. However I'll need more than 3 textures (pure R, B and G).
  9. Very cool stuff! Does this work at all with models with movable joints? I suppose you would do a separate convex decomp for each model child in the heirachy?
  10. Thanks mate. I'll do some research around that when I get home. Would love any examples too though.
  11. I appear to have been able to import a model with vertex coloring - The untextured model itself has the colors I specified. Now I need to work out how to access these colors in a frag shader and apply blends between textures. Any ideas or resources to check out?
  12. So, even if I was using terrain properly, I still cannot use vegetation at all without the editor?
  13. The constructor for Terrain is able to take an instance of Entity. So, I'm assuming here that if I pass it an instance of Model it'll allow me to apply and use some of the terrain features to the model. I think only Josh could tell us whether this sort of thing could work. Or I could just try it. Any idea how I enable vegetation over a Terrain in C? I suppose I'll just try it and see what happens.
  14. So, I haven't tried this at all but it does compile: Model m; m.Load("oildrum.gmf"); Terrain t(m); Any reason why this might not work?
  15. Are you saying that the grass in Leadwerks is hardcoded into the terrain entity type and is impossible to deploy anywhere else?
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