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Everything posted by Naughty Alien
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..it means that you have programming IDE already in the place, tailored for LE where LE itself is embedded in to BMax compiler itself, it become part of it, as a very elegant language, yet powerful..simply install, and code..and its for all desktop platforms, where your code is truly, write once and deploy everywhere (desktop wise)..WAV,OGG,MP3, and all sort of fantastic media/library exists for BMax , from database, to sound processing, image processing and so on, will be at disposal and ready to use with LE....it also means that you have got out of box, super powerful 2D engine (many people asking how to develop 2D games with LE..well..here it is), native gui system (Max gui) and tons of 3rd party gui's for 2d and 3D available....ill buy it in a heartbeat..
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..this is mostly for Josh to answer, but as always, opinions from anyone is more than welcome..basically, BMax went open source (whoooo), and that opens beautiful option to have LE3.x directly embedded in to really fantastic language/compiler which is cross platform (Win/OSX/Linux)..so, im wondering, how real is to expect new variant of Bmax with fully integrated LE3.x in to its syntax/core ? Having such thing with already existing BLIDE is something i was always thinking about..so, Josh, what chances are for that ??
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..these are some shots, several years back, during ancient era of LE 2.3..scene is much larger than anything done in LE3 i saw here, it runs a lot of effects including water (its behind dome), and all that over 50 FPS..what im trying to say is, maybe some optimization could boost up LE3, from user side? I cant see any reason why LE3 will run slower than LE2.3, on much more powerful hardware than 2.3 was running and coded in C++ which is vastly superior in speed compared to BMX which was LE2.3 variant compiled against..after all, from what I understand, LE3 is a general purpose engine..if that is correct, that means, its not fit for any particular genre, which brings developer to craft it additionally in a form of project, one is working on...
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..well..I do not know why..if you as a LE3 user cant answer that, then i cant do it for sure as im not using it at all .. im wearing JME3 dress some time now, but i just thought LE3 is configurable on the same way LE2.x was..
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..from my personal experience, tied to LE2.x, it was similar situation, back then, regarding speed..however, i was able to tweak plenty of things (framework of renderer and vfx, if im not mistaken, were delivered in source form, BMX), and get proper frame rate, which includes some changes on shaders side...i dont know is it same with LE3, but if it is, it should be modable...
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..hi guys..i have decided to slowly switch to Linux..im looking for choice between Ubuntu and Mint..3D Development is Java based, and ill be using Open Office for my documentation and what not (Im not sure is it working on Linux?), so i would like to know, which one would you prefer and why (im looking for tech reasons)..
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@Olby ..it is not about having unbreakable encryption over your data or not..eventually, every protection scheme can be cracked...however, it is big difference when someone take that data and use for whatever purpose, with vs without your permission..what W10 does is basically making you to agree that everything you have/do, will be subject of their interest, regardless what you think about it..it is not about technology but personal decisions of yours, and only true freedom you really have is, to make up your mind over certain things, and if that doesn't matter anymore, so corporation with rather questionable background regarding backdoor activities, asking you to basically agree that, they can use your data, your device any way they see fit, then you are nothing more than a product, just like a computer/W10 you believe, you using..its not about technology people complaining about..its about how it is used...think about it..
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Programming is not that easy! "Struggles"
Naughty Alien replied to DimitriAki's topic in Programming
..everybody can drive car new days, and you could say thats already over basic skills for such action, after few years of driving, yet, almost everybody failing miserably when you put them on to racing track...same techniques already learned, need to be utilized as they are, every day, just on a bit 'higher note'..same goes for programming, or any job out there in particular (have you ever try to do carpenter job for yourself?? I did, and its no joke..) .. so, i would not say that programming is not easy..no job is easy if you dont master it properly or dont understand how it suppose to be done...just spend some time, learn things where you notice that you struggling, and eventually, you will achieve what you need/want..- 14 replies
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@Josh Isnt that way too low ?? Its basically 1.6 cm..average step height is about 22 cm..
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..speed ? Speed of what? From what I can see around, bloody thing doesnt even work with its own drivers..and even if mentioned speed is a factor, which i heavily disagree, what speed factor we talking about ? 100, 50, 2 ?? Speed over what? Opening files and folders? If it is dev cycle related to software used to make engines/games, Im already pumping nice 150-200 FPS average over most complex scenes i have in few of my projects..on oposite side, it seems that backward compatibility is rather compromised with W10, so 'speed' seems to be a weak reason to get on to W10.. Source: http://www.trustedreviews.com/opinions/windows-10-vs-windows-7
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..if there is something that W10 does for me, what W7 doesnt, ill upgrade..if not, i dont see a slightest reason why would I bother with W10..
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Mine is FitPC 64bit Pro with Win7 on it ..quiet, small and really working well..
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..this is my development machine, enclosed in to aluminium..bought few of these, fantastic stuff..every time i leave studio, simply bring it with me in my backpack..
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..here is smoothing function you can use..it will calculate one variable of your choice, which can be either angle or position, etc.. float New_Value(float destination, float current, float numberOfSteps) { if(abs(destination-current)<0.01) { return destination; } else { return(current+((destination-current)/numberOfSteps)); } } ..so, in your main loop, you will just feed function with required data: -destination That is where you want your object to go. It can be X, Y or Z coordinate. For each coordinate use function with appropriate values. -current This value representing current value of your object position. I dont know how you capturing that with LE3, but this is value of current position your object is at. -numberOfSteps This value is number of steps your motion will take before reach its destination. So, if you wanna move your object to new position, for example X=10, Y=100, Z=-14, in 30 steps then your loop should look like this.. //Loop Start Here float current_X=GetXPositionWithLE3Command(MyObject); float current_Y=GetYPositionWithLE3Command(MyObject); float current_Z=GetZPositionWithLE3Command(MyObject); float new_X=New_Value(10.0, current_X, 30.0); float new_Y=New_Value(100.0, current_Y, 30.0); float new_Z=New_Value(-14.0, current_Z, 30.0); PositionEntityCommandInLE3(MyObject, new_X, new_Y, new_Z); ...... //Loop End Here ... ..this will give you nice, smooth motion (or rotation, depend what you want to update)..I hope this helps..
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..you can have this very easy..render cube map for each place you want puddles to be and you will have it near zero processing cost..
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..game im working on at this moment is online procedurally generated, somewhat similar to what you asking for...here is some of the possible approaches, you may find interesting for your idea.. http://gamedevelopment.tutsplus.com/tutorials/bake-your-own-3d-dungeons-with-procedural-recipes--gamedev-14360
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Basic lightening shadows option for particles
Naughty Alien replied to YouGroove's topic in Suggestion Box
..well..i was pointing on small area, which would be related to particular effect..some sort of sampling should be utilized as well, to scale down amount of volume data stored in case larger area is needed to be covered, so lighting result will not be 100% accurate but it will be good enough and fast enough... -
Basic lightening shadows option for particles
Naughty Alien replied to YouGroove's topic in Suggestion Box
+1 what Josh said..blending would be best approach all around..eventually, you could extract from generated shadowmap, every point in the room and do a light visibility precomputed and stored in a volumetric data. This way you only need a simple texture lookup to determine the amount of light that hits the any dynamic geometry. On this way you get cheap and fast soft shadows for free over any form of dynamic geometry, including particle, of course, provided that you do not move or manipulate light, otherwise you have to recompute volume again.. -
..i like your prefabs..very nice ongoing work..
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..i just noticed that tons of guys having those hats and sunglasses, and on the top of that, somehow, facial expressions on their avatars (which i knew from before), blended on to whole thing on such way that I cant stop laughing when i see any of them..now i noticed gamecreator and gamedeviancy got it as well and its hillarious ..hahaha .. you guys are sooo .
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..hahahaahahah.. .. this is for sure one of the best forums i have been around..its just sooooo.... i dont know .. luv ya all.. LOL..
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..you guys are hillarious..hahahah .. what is that 'fetish' with hats, mustaches and sunglasses ?? hahahaha..hard not to like this forum..always something going on
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Congratulations getting Leadwerks GamePlayer Greenlit.
Naughty Alien replied to Gonan's topic in General Discussion
..im sorry for my ignorance, but what this player does ?