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Everything posted by Naughty Alien
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..what I can say about UDK is that, while it does look cheap, 'free', to me is not worth investing money because, scale of interest im looking for is something what will make me pay for single use license what is equal to my dev cycle expenses. So, to me its big no no . Thats where systems such as LE or Phyre or JME comming in to picture. Provided that people using it, going in to depth with idea to build system what will suite specific needs for their teams , then I say LE is money saver and 200$ is nothing in comparison with financial feedback im getting right now. If i was using UDK, right now Ill have to pay for license, equal to my team development expenses spent on game. Instead, i have that money to push my dev cycle in to other directions, instead of paying for license,so, its really depending. Thats how it is for me anyway, and I assure you that few other teams such as Naughty Dog, or Insomniac, did same route. And they doing just fine.
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..I just went trough devmaster site, and i was surprised by its new design..so I was just surfing trough it and decided to check out how LE stands..on my surprise, all recent posts were quite negative, and mostly aiming on to editor..since i dont use editor at all, and i never was, Im wondering, is it really that bad, or those reviews are a bit more biased then they should be ?? If you look carefully to older reviews, you may notice that they were more positive, and its at the time when editor was actually not good as it is now (i guess?) ? Are those people real users of system?? I cant recognize none of review authors so maybe they were using some 'demo' version or something ?? I was under impression that LE should do much better, to be honest.
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..all transformations and way they suppose to behave (smooth turning, etc etc), regarding controller, should be done before actual UpdateController call..
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Is this forest scene practical (Frames Per Second).
Naughty Alien replied to scotty0351's topic in Game Artwork
..maybe its just Flip(true) .. so, just try Flip(False) .. -
..hi guys..I would like to have real names (or whatever name you want to be used) of listed folks, for sake of 'special thanks' credits, in my game..reason is that those people assisted my development on some way, is it inspiration, idea, suggestion or testing...of course, this is only if you find it comfortable, but if such thing is problem for you, please accept my kind apologize as i had no intention to do any harm to anyone (if any could be done in credit list)...so, i would like to have names of : -Maclebee -DaDonik -Aily -Klepto2 -Franck ..your names will be listed among some other folks from other forums. If you are interested please email me by the end of next week when Im about to compile final version for Steam. Thanks guys.. EDIT: I have made mistake and dropped Franck from my list. However, to be 100% sure, Im using FSAA shader done by FRanck (if im not mistaken hes an author), but his original code doesnt work on SM3 and its not fast as i wanted, so I used his code as a ground for my own version of it what works on SM3, SM4 +... , so if Franck is author, please let me know about details if you are interested..my kind apologize for missing him from list..
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...im very convinced that, while issue is not a bug in technical terms (crashing program), its absolutely flawed in terms of principle/algorithm used..other systems i have, do decals without any noticable fps loss, plenty pleny of them..
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Splash Screen Fade In-->Kick old data (level, characters, etc)-->Load / Setup New data (Level, character, etc)-->Fade Out Splash Screen --> Play game
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...i never said that game/component systems cant make a games...I was talking about dragging development of system on to side where game components are required by developer (while such components are more - less trivial), rather than flexible, powerfull, bugs free system, instant response to bug fixes and so on..
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..that is very true..and at same time, most probably reason why from my side, commercial use of LE in general, will stop with LE2.x(maintenance of projects done with LE.2.x), because more and more im reading talks about LE3, more and more it looks like a bunch of 'black boxes' with 'input/output' wires you just need to plug and whooo..you have done it all..and if people finding LE2.x unfriendly, I assure you that they should rebuild their programming skills, because LE2.x is an easiest rendering system i have seen so far, commercial or not..as for people who left LE at this moment..i know few folks and i keep in touch on regular basis, and from what I can hear is not directly system itself but way things are developing/supporting, not actual use of system..
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..from requests i was able to see by now, most of the folks here, doesn't asking for tools actually, but for plug n play components require none or a very little bit of coding to get up and running...thats why LE2 is 'not popular'..for instance, many times I saw people talking about 3rd perspective cam control, as a 'feature' in LE3..while i agree that such script/code or whatever you call it, be included as an EXAMPLE, i cant possibly understand such requests as a something whats falling in to a MUST category as part of feature set..its bloody 30 lines of code in LE2, and few examples floating already around, and still its an issue...reason why I mentioned this particular example is because, if 3rd person cam is a problem, I could list massive amount of several magnitudes more difficult tasks waiting out there, during actual gameplay structure creation..and im wondering are those things going to be required as an feature too ?? Are such requests going to slow down LE3 dev cycle and possibly bring LE2 dev cycle to stall totally? Bottom line is, if you wanna make your game, then, best approach is teaming up proggy-artist..if you going one man show, then do some effort and get hands dirty with programming, because at the end of the day, you are building computer application- program..simple as it is..
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.this is doable..first of all, you could determine what surface would be affected by..snow for example..that can be done by surface vectors (game loading time)..then, you will simply already have surfaces to be affected by snow..what would you do is simply create new surface out of quads with constrains of exposed surfaces from loading time, and deform their vertices in such way (runtime, gradually growing up) so it will look very very realistic and nice with proper textures..if you wanna ice at the edges, principle will be same for determining initial generation points as for snow part..it will be painted with different refractive shader and be in real motion/growth...easy and effective and VERY automatic..
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@ Rick I never ever touched LE editor..I created my own set of tools/editors, based on requests from artists im working with..in fact, Im not even using LE completely (no newton), just renderer..
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..E..X..A..C..T..L..Y.. 100%
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..actually, this is very true...regardless how simple is add on, it may be rather complex process to fill it in to established structure..
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..all that + maintenance of LE2.x what still has bugs to be fixed for ages ?? Man, I like your enthusiasm..really..
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"I am so smart! I am so smart! S-M-R-T!" ..that means 'death' on croatian, if im not mistaken
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http://www.xinventions.com/main/spud/motion_equ.htm or http://zonalandeducation.com/mstm/physics/mechanics/curvedMotion/projectileMotion/generalSolution/generalSolution.html or http://www.pha.jhu.edu/~broholm/l5/node3.html pretty much straight forward..
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VS2008 should be dropped dead..VS 2010 should be used (if LE doesn't take long enough to next VS release) .. reason is simple...horrid intelisense/autocompletion in VS2008 (working like a charm in vs2010), 2010 has IntelliSense rewritten from scratch. It now uses an EDG-based parser for source validation and gives online compiler errors (underlining while you type), and a completely different storage system for the data. Also there is .NET 4.0 support, and most important reason to set VS2010 as a default (if Josh really thinking about developers) is threads coding mentioned many times..profiler and debugger in VS2010 are real beauty (supersuck in VS2008)...but then, if you still believe in VS2008..okay then....just a tip..
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Global MyMesh:TMesh MyMesh = LoadMesh("abstract::MyGMFMeshFile.GMF")
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..my prophecy..after some time, hot water will be discovered and whole thing will be set back as it was..
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..plain difuse material, simplest one, without normalmap or anything, then in code just access texture slot and update it with new texture based on animated sequence you use for caustics and you will have very nice effect..are you using Bmax ?
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..you are welcome..let us know how it progress, its rather interesting thing to do actually..
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..positions should be stored in similar fashion..long as direction vector is not changed, motion is in function of time you recording already..once direction vector is changed, you have to save it with new time start, until its changed again..on that way you will end up with rather small file size and it will be rather easy to reconstruct everything from this very few parameters..
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..this can be done rather easy actually..only thing you have to save is time related to certain animation, first frame of that animation at the moment capture started, and time when animation changed to some other animation/corresponding frame..this data should be enough to be able to recreate complete and 100% identical events during gameplay and its not heavy at all as you capturing only changing states at specific time...this also considering that you controling your animations per frame/time and not as it is by default in LE.
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..i guess creating caustics animated texture (32 frames will be fine), then create surface out of pool mesh and then paint it with animated textures with blendmode 1 .. that will do ..