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Game Producer

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  1. Ooh, this is cool. Tweeted.
  2. Alritythen. Thx. LUA should be ok. Although I wonder if somebody is doing LE3 target for monkey (I know lumooja did back then something for LE2): http://www.monkeycoder.co.nz/Community/posts.php?topic=414 As for the Editor... is it actually required? Can I code & script things without it. Just curious.
  3. Soooo, take it I'd like to program my game in good ol' editor of mine (blide) using BlitzMax and forget all the... LE editor stuff. You know, similarly I could skip using editor in LE2. Would that be possible? Without too much magic preferrably...
  4. Hey... Right after seeing that new leadwerks.com frontpage, it started snowing. Yay! Looks like summer is about to be over...
  5. @Josh: Well, you got that right! @scarlet: depends what kind of game you are doing.... automatic path finding for my idea might be "ok". For some heavy badass strategy game, shooters (and many others) that definitely is a kickass. Anyway, I think pipeline was one of the clumsiest things in LE2. To me, having improved asset pipeline is really important. And and ... ahem...those neon lights were a joke, you know ...but where's that blog post explaining more?
  6. Yeh, I know! But this is like... a huge big deal. There should be flashing neon lights on the site header announcing this as THE biggest thin eva 8) Btw... link to the blog post? I've missed that one..
  7. Wait, hold on a moment. I said wait. Let's rewind back to this: WHOA. Like Big WHO-O-O-A. Seriously? How this works. This is like my dream come true, not false. But True. as in getDreamCome() and it returns goddamn True. Sounds awesome. Is there more details on how this works? Is it just .FBX files or some other files? What about physics models? How this works. Tell more.
  8. At least here in Finland mornings are bloody cold already. (...hopefully Josh isn't located in Miami)
  9. I'm with Rick here, I too feel somewhat odd about that function naming style. if model->setMaterial(material) was model->addMaterial(material), it would make a slightly more sense. (keyword picked from Josh's explanation "When you add the shape to the model, an instance of the shape is created.") ...with that being said, I can live with this naming convention though 8) ...but to get somewhat back on track regarding Josh's choices: sounds perfectly fine. There's always N number of pros and M number of cons whatever you choose. All of them get the job done, pick one & stick with it. Josh's plan sounds good.
  10. some AI books... that contain SOME info on procedural/learning site with some articles: http://www.ai-junkie.com/ book "Programming game AI by example" -> some perhaps relevant articles & fine book me thinks book "Artificial intelligence for games" http://www.amazon.com/Artificial-Intelligence-Games-Second-Edition/dp/0123747317/ another neat book, bit pricey but worth checking try keyword search "machine learning" and you might find some relevant stuff
  11. So... will LE3D art system change? Perhaps a brief explanation how preparing art assets work? Will Ultimate Unwrap 3d pro still come handy? Also, if I have assets ready in .gmf format for LE2, will those be of any use with LE3D?
  12. I first thought somebody had lost car keys. Good thing Josh found em 8)
  13. Encountered this same issue. Couldn't change animation speed to 30.25 in Ultimate Unwrap... but in theory, was wondering if I could just multiply my start, end frames with the original vs new count ratio. For example, if my animation contains frames and new gmf file contains frames, then in theory... I should multiply my start/end frames by 6875/5500=1,25 - I might do fine? To the test pod batman! --- seconds later Yay, works! (at least with 2 randomly chosen animations)
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