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Everything posted by Naughty Alien
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..reason why you dont want physics engine to deal with this is called Frame Rate vs. Object Speed. There is no physics engine, fixed this issue yet. Its basically number of moments in time per second when physics is calculated. Each frame is treated as separate from all other frames, and the space between frames is not calculated. A low framerate and a small fast-moving object leads to a situation where the object does not move smoothly through space but in fact seems to teleport from one point in space to the next point in space as each frame is calculated. At sufficiently high speeds a projectile will miss a target, if the target is small enough to fit in the gap between the calculated frames of the fast moving projectile. So, the most viable way is to calculate trajectory what will fit within non calculated frames, and use raycast to check objects for collision, once that particular frame is calculated with new position. Thats what AAA games using most of the time. One i know 100% is ratchet and Clank as i have full source of entire game as well as Uncharted.
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..i will not rely on to physics for this kind of things, especially once frame rate start to be variable..
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..for short range bullets, Ill go with raycasting, as you could assume that bullet goes in straight line trajectory in near instant time..for long range shots, ill use physics or calculated curved path of projectile, where projectile will still use raycasting, every time new position/alignment on calculated curve is updated..
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Pre-Purchase Questions - LeadWerks Engine 3
Naughty Alien replied to HeadClot88's topic in General Discussion
Thanks for response guys. Just to clarify my question, I have to say that I was talking about Leadwerks 3.1, not current version targeted for mobile devices. I have zero interest in current setup, however, 3.1 is something I may think about, provided that its not locking me down to LE editor of any kind, and giving me a freedom to build my geometry in 3dsmax and c++ only, for win, osx, linux. So pipeline you guys describing is current version or you have access to some alpha or beta version of 3.1 version, so you know details? -
Pre-Purchase Questions - LeadWerks Engine 3
Naughty Alien replied to HeadClot88's topic in General Discussion
...so LE 3.1 is something like, complete desktop version of LE 2.x (Win, OSX, Linux) ? If so, is it tied (modeling wise) to geometry builted with provided editor, or it can work in similar/same way as LE2.x (general purpose geometry file formats used FBX, etc) ? Programming wise, is it forcing programmer to use Lua only or it can be entirely used C++ without any Lua code ? If so, how compilation is done for individual targets (I have to rewrite C++ code or modify it for certain target or..) ? -
..while it is very friendly for non experienced modelers or artists, it is also very tightly connected to specific engine using it..that leaves very very narrow space if project need to be moved to other platform, practically, it cant coexist with anything else out there, and that is for sure risk for developer, as no flexibility exists at all..
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BSP existed as a way to optimize and speed up rendering/collision in older generation engines/GPU's by utilizing CPU's partly on BSP side..very efficient 10 years ago, but on modern hardware is, mildly spoken, obsolete..BSP is still faster if you want to do raytracing or something along these lines, but its far less flexible in any aspect of asset production, and even less standardized for that matter(if you need media from various artists, it may be a nightmare to work with)..
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..i really like your work..and by all means, dont abandont it, it will work out well eventually..very very nice indeed..
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..hi guys..i would like to know, what would be list of game play features in FPS/3rd person shooting game, you want to play/experience, that eventually doesn't exist in other similar games ?? Please, post here with some short description. Thank you in advance.
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..some time back, I have created pathfinding system for LE2..if im not mistaken, appart from module, I have uploaded small exe extracting out in TXT file all node hierarchy from given nav mesh of choice, so extracted data could be used to recreate navigation nodes hierarchy for any search algo of your choice..i do not know where is it now as web site suffered several crashes/data losses by then..
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..any new games, with more advanced graphics(hopefully gameplay) ?
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..hi guys..i would apreciate if you could post informations about various 3D maze games, you know about, considered really good..some video links with gameplay of such game, would be highly apreciated..thank you in advance..
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..well..you could have plane between your terrain and your camera then raycast from your player against the plane. Then lighten raycasted hit point area's vertices/texture alpha transparency UV based. If you want to avoid raycasting, you can then use bunch of bounding boxes, you have populated over whole surface of your world so, once triggered, lighten up vertices/texture alpha transparency UV based, on the top of triggered bounding box. So, entities (NPC's) outside of already triggered bounding boxes will not be rendered(hidden)..something along this line will do trick..
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Hahahahahaha...comparisons with animal world really make ma laugh..omg...I havent had such laugh attack for years , from reading forum, and even more weird, programming one...gooood one haha
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LE2 (and LE3) 3DS Max to GMF Texture Blending
Naughty Alien replied to gamecreator's topic in Game Artwork
It should be in archives version of Aily work doing just that... -
LE2 (and LE3) 3DS Max to GMF Texture Blending
Naughty Alien replied to gamecreator's topic in Game Artwork
Perfectly doable. I dont know is it still around in archive, but I think Aily provided shader tools for 3ds max, doing exactly that. -
All I can say is, oop helps a lot when code structure become large. It is very easy to debug or maintain large code base and patch it, if it is oop based. I came to conclusion, that procedural programming is incredibly efficient in cnc and robotics programming. Bottom line is, programs could be written in either oop or procedural way. Only difference is that code design will be radically different, so, whatever suits best, given project, ill stick to that. Personal preference over code style, shouldnt overtake best way to do things on given project. Also, I figured out that in certain situations, mixing both styles is incredibly good.
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Look like Sony's PlayStation 4 Is Running Modified FreeBSD 9
Naughty Alien replied to panz3r's topic in Suggestion Box
..not long ago, major issue for lack of games with LE2.x was path finding..now I see GUI and few other 'features' as a development issue, while more and more platforms, are requested, platforms with very different 'anatomy'..i would seriously stop blaming tools, and spend some time, looking at mirror..just a tip.. -
@YouGroove ..90-95% of game written by any engine, is your code, remaining 5-10% belong to actual engine calls..once you understand that, you will get clear picture why for you every single system has 'flaws'..I am using LE2.x, and only part i use is renderer..everything else is replaced/rigged with, in my opinion, better solution..having said that, infinite terrain add on for LE2.x is in my opinion, considered as a 'easy task', compared to some other things you will for sure, hit in game development cycle..also, those LE2.x demos are something i do not know about, but im very sure its highly non optimized and runs 'as default'...its all a matter of making your hands dirty, as a programmer, or not...im right now, as we speak, using LE 2.x for speed and processing wise, very intensive application (Mitsubishi Evo Interceptor sumulator, with force feedback on car chassis, full 360 degree visibility /32 synched screen panels/, hydrauliucs feedback, etc, for police department here, and it can be networked up to 16 simulators)..so far, LE2.x rigged with bullet and few other libs i wrote, blowing away everything else i have tried..I did redo pretty much all shaders LE 2.x has by default, but thats part of the job, you should take as a programmer..
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..well..I am very sure it can do what I said, as I used it and fill it up with things I needed to achieve certain tasks....and by observing all of your posts ever made, I believe you will never find engine of your choice because, as i can see, you simply refuse to do any programming work, and expecting things to be done by 'button press'..well, thats not going to happen...as for LE2.x, its one of the most powerful rendering systems out there, and as i said, in right hands(means programmer want to make his hands 'dirty', do some work), output results could be literally same as xxx xxx license engines, considering PC as a target..
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LE2.x , in right hands could blow away engines with price tags scoring 6 digit numbers (on PC), LE3 cant do it..
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What's the biggest development challenge you face?
Naughty Alien replied to Josh's topic in General Discussion
..most difficult part i was ever able to came over, is sorting out artists to be on same page with development and tech constrains..something i never had thought about..once you cross number of artists you dealing with, larger than 3, to let things go unsorted is a disaster call.. -
I wanted, but couldnt as given options are singular, while I believe, for proper survey, should be multiple options, like OS selection, or Linux purchase options, etc...basically, given survey will generate inacurate results.
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congratulations on released game..ill be supporting it as it has intention of utilizing its profit, beyond personal interest,for supporting something really noble..i admire such things..
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..ahh..my kind apologize then..