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franck22000

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Everything posted by franck22000

  1. Dont worry for the sound you might be surprised in the next video
  2. Not this is not a skybox texture, those are real independants clouds (not volumetric though) Dynamic coloration and sizes according to the weather overcast, sun position and time of day.
  3. Hello diedir yes it must be your phone
  4. Thanks Paramecij and Pixel Perfect, yes i work on full time on this. Here is the 13 minute long video that i promised and for the first time it was captured and encoded in HD, so dont forget to watch it in 1080p if you can ! No zombies/monsters in this video just a simple exploration, i keep the suprise for the next one (There is some little freezes but this is due to the recording... my hard drive is slow as hell and i have some problems with i record videos, that's why the gun movement is not so smooth in the video, without the recording i get a solid and stable 50 - 60fps, my optimisations on my custom grass/bushes system and my custom LOD management and contribution culling system is starting to pay )
  5. I think repeating textures pattern will not be so visible when the world will be more populated, with buildings and such.
  6. Time for some progress update I have now recruited a 3D artist to help me to focus more on the programming side, i will introduce him later Even if i have now a talented 3D artist, im still a texture / coloring maniac and i have done several colors changes on various texture, the result is in my opinion very good, i have now a very nice balance beetween green and oranges shades i it look amazing in game. On the gameplay side a lot of changes as been made, the weapons mecanics are now 100% finished, everything is working, reloading, dynamic weapon bobbing, procedural weapon animations. Some goodies like camp fires are done too, and last but not least the Monsters integration has began. There is a tons of other improvements that i dont have time to describe, like some huges improvements regardings fields generation, you can now see some straw bales in fields and they are delimited by some very nice bushes and tree lines. Electric poles can be seen along the roads and a ton of details like that. I have made some improvement over terrain base map (sattelite map) procedural generation so it generate some cool brown areas of dirt mixed to green color of grass, with this forests look much more real now. My next task will be the random building placement generation, and then the next time i will post here you should see a much more populated world Here some screenshots for you guys, yes everything you see is proceduraly generated and nothing is placed "by hand"
  7. Very nice ! I am evaluating the possibilities to integrate this in my game engine right now
  8. Oh sorry ! Well it is strange that std::sqrt does not work since it is from the c++ standard library. You can use this square root function then it should work if you dont need a very accurate precision float sqrt(float x) { union { int i; float x; } u; u.x = x; u.i = (1<<29) + (u.i >> 1) - (1<<22); u.x = u.x + x/u.x; u.x = 0.25f*u.x + x/u.x; return u.x; }
  9. ??? I dont understand what you said YouGroove.
  10. Hello, because of this i guess: "Warning: OpenGL 210 or GLSL 120 are not supported. It seem that your GPU is a Mesa DRI Mobile Intel® GM45 Express Chipset according to the wine log. I may be wrong but i think that this is too low to run leadwerks 3 properly or at all it seem...
  11. Hello, here you are (My version for LE2 so you have to juste change the TVec2...): float getDistance(TVec2 fVector1, TVec2 fVector2) { float _X = fVector2.X - fVector1.X; float _Y = fVector2.Y - fVector1.Y; return std::sqrt(_X * _X + _Y * _Y); }
  12. No, the game is single player only Because i dont have to bother with multiplayer technical aspects i am able to put much more details in the game.
  13. Thanks for the kind comments, it really help me as i slowly but surely aproach an alpha release by october/november and i am working like a crazy guy on this since a long time. Finaly the light at the end of the tunnel
  14. I have used recast (same as LE3) but this is not really a library. I have coded some things myself like a convex dynamic obstacles feature. https://code.google.com/p/recastnavigation/
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