Jump to content

Naughty Alien

Members
  • Posts

    801
  • Joined

  • Last visited

Everything posted by Naughty Alien

  1. ..that will not work well if you have tunnels or any form of layered geometry..creating instead, 3D volume grid in to which whole level will be 'sunk' and then simply dicard 'occupied cells' is way I did and its very fast and work over everything..size of search grid cell you could set simply by setting its parameter during creation..works easy, fast and over any kind of geometry..
  2. ..i never liked recast..very inefficient if map is dynamic and sometimes does produce results you are not expecting to see..what i have implemented is 3D weighted grid..fast efficient and it doesnt care much what sort of geometry you throw at it..
  3. ..actually he (YouGroove) seems to be rather interesting fella from art point of view, after exchanging few pm's..i think we will do some work together ..im wondering how many guys here actually, are same just maybe shy to do any exposure..
  4. ...online game im working on, is based on similar concepts (no human except main player)..interesting models you have..how fast you can model+texture??
  5. To me, it seems he will waste plenty of precious development time, if decide to walk consoles while current system still require some polishing and tuning up. Chances are, he will lose momentum he has with current system. I think, not yet.
  6. ..this sort of things are usually much easier to control and get proper results with scene graph oriented (exposed to a programmer), rather then entity oriented system..
  7. @Ameshi ..so you are not a Troll after all..hehehe..good, good
  8. ...i do not see one single reason, justifying use of such language towards someone whos, at least, curious about certain things, belong to this very forum and site..what are your credentials, sir, to call anyone fool??
  9. ..as Mac said..its about models used and properly set textures/ambient vfx..this is one of the LE2.x very very early shots, long time ago..but if you want, i can post some really neat shots from few projects I have used LE 2.x, which i never show here before..
  10. ..it is simply, different product entirely..LE2.x variant i was working with, had LOD implemented as well as many other features, LE3 doesnt have..however, as i said, LE2.x is more like a , SDK, which lets you build things you would require..outside of box, LE2.x didnt offered much as LE3, from what I see, but product difference is something what should be considered before any comparing takes place..
  11. ..LE2.x is more a form of SDK, which i personally favorizing over editor based engines which ultimatively, in my opinion, restricting you in to certain extend..so i guess, its a matter of personal preference, rather than what each system could do...also, im not convinced at all, by looking many examples here, that LE3 could deal with heavy load levels, as LE2.x is capable of..i do not have LE3, but from various reports i see, it seems it cant really push far with large worlds, populated with various characters, and for LE2.x, i was able to have quite large worlds populated with many characters, AI, etc..at reasonable speed..
  12. ..im still failing to understand, what is so big, fundamental problem here, so people getting frustrated on to personal level for no reason at all...far as i can tell, developer should know what media will go in to game, thus, have control over file size deployed with game..that will allow easy patching of already deployed game to players, instead of patching it with filesizes near HD capacity..in my very personal opinion, there is no reason to point at Josh as a author of the system, when we talk about 'easy of use or not' system..fact that he (Josh) complying for very bizzare requests I see here every now and then, is something everyone here should appreciate, because i would love to see any other forum where system designer willing to go route suggested by users, at such degree as Josh portrayed here...and keep in mind that complying for such requests eventually leading to some 'new problem of the century', not because system is bad, but because requests, which usually fall outside of scope what system really should do..just a thought..
  13. ...i do understand that, but so far i havent seen anything done that justifying such a large files to be deployed with game, which is why im asking, about game types folks working at..as for large datasets deployed with games newdays(non LE related), i believe its related to bloating and lazy approach developers/publishers taking these days..I mean, come on, 40+Gigs patch i have seen recently!!
  14. ..what kind of games you guys making, with such huge filesizes???
  15. I believe you should disable car related physics bodies from collision before repositioning takes place, and activate it again after everything is set to new location.
  16. ..spherical harmonics shading could produce identical visual experience as PBR (shading, not shadows), without rewriting whole shader pipeline , but instead, utilizing existing lighting structure(I assume it is similar/same to LE2.x,)..so its a matter of, does it really justify Josh time to do such things, or to focus on to gameplay/assets building related issues..
  17. ..i agree with what Josh said...done tests myself (other system), difference is not really noticable at all..however, by spending some time with spherical harmonics techniques, i believe, if you are about to look for some neat feature what will increase visual quality a lot with near no cost, then Spherical harmonics should be implemented..
  18. ..i do not have LE3.x, so i may be wrong, but i believe, problems you facing are related to data streaming..
  19. ..this software looks interesting..so, what is the workflow ?? 1) You download Fuse and model your model in it 2) Upload your model online and what ? You get it back rigged and animated or what?? How do you select animations ? Can someone explain me exact process? Im not sure im getting it right from their web site. Also, can i build my animated models in 3dsmax and import for rigging to their system?
  20. ..that is a fastest conversion tool i have heard of ..
  21. ..hi guys..i know that here use to be several attempts to create game, done as a online teamwork...i would like to know if any of you did such thing outside of this forum as well, in success 'story'...also, if you may know some web site where i could see such things happen(games done by members living all around world, trough online communication), ill appreciate a lot.. ..I am collecting data about such task, and trying to analize, in order to determine key factors to make such thing work (most of attempts i found, failed), as me myself, looking for such thing in some near future and any constructive data/insight is a great value for me. Thank you very much in advance..
  22. ..it can occur if lighting system is not used properly, artists tend to do often, which why in most casses , many systems using combined baked and real time lighting..
  23. ...i think you should avoid that particular function, if purpose is to get distance for comparison.. then use of ((x2-x1)^2 + (y2-y1)^2) without Sqrt is as good as Sqrt, but much faster, especially because you using Lua..
  24. ...way i have implemented this in one of my classes at uni is rather different..basically, geometry was exported with 2 UV channels, and corresponding textures representing circles around characters, were simply drawn with specific blend mode, on to 2nd UV channel, where UV coords for 'decal' (it was not decal, but lets call it that way), are taken from specific character position..works perfect, wrapping perfectly over geometry without any issues, and its extremely simple and fast, doesnt require any physics and it can work on every toaster out there..
  25. ..depending how you looking at it..from my standpoint, you could look at this from non comercial (hobbist) or commercial point of view..depending at which one of mentioned points you are, situation looks dramatically different..
×
×
  • Create New...