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Everything posted by Alienhead
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Frame-Independent calculation (in Leadwerks called "Time:GetSpeed()")
Alienhead replied to beo6's topic in Suggestion Box
This would need to work with animations as well. -
Frame-Independent calculation (in Leadwerks called "Time:GetSpeed()")
Alienhead replied to beo6's topic in Suggestion Box
Solid explanation, tyvm. -
Frame-Independent calculation (in Leadwerks called "Time:GetSpeed()")
Alienhead replied to beo6's topic in Suggestion Box
This has been a concern of mine as well.. When I load the screen up with animated models and drop below 60fps my camera movement and animations are slowed down. There seems to be no frame - tweening involved yet. Is this sometime that remains to be addressed ? -
Will this system eventually omit files not in use ? ( ala leadwerks )
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1. Yes. 2. Entirely done in LUA script. 3. Ultra engine is for designers and coders, it's a game engine like leadwerks.
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"Take me down to paradise city where the grass is green and the girls are pretty!" You can almost smell the toxins in the air! Oh what a day. Ozone layer all gone, the sunlight blistering to the skin.. Late September back in 63'. This city packs some serious detail at every turn, LOD's making it all possible as it rides at a smooth 60 fps in all areas. Ultra cool !
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Alternate lighting and some custom settings to the post effect.. I actually like this approach better than the above ss's..
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A title havenphillip and myself were working on in the Leadwerks days, I decided to rebirth it under Ultra. So far so good. Desktop wallpaper - SaltyWallpaper.zip Humble beginnings - UAGC first person controller is under development with this title. It's one of the last modes needed to complete the UAGC controller. I will develop this entire first person shooter around those controls.
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Hope this provides you a a clue on whats happening with latest build. Models seems to not hold materials, plus I lose all LOD information.. And some of the materials have to be recreated as they are just missing, not all though. This is a screen shot before and after loading editor.
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More dragon goodness.. this time in a real-time playable map.
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I have to re-sync my project every time I load up the editor, it wont' stay sync'd.. Plus it seems my models and some materials aren't getting saved. I have to re-tecxture newly added models each time I start up.
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After a lot of planning and re-designing the process of inserting flying mounts into the UAGC controller I finally came up with a scheme that will work, and work well, with the current system. Once more adding a flying mount to a map is as simple as dropping a prefab on the map and filling in the information it asks. This is by no means complete yet, but I have the skeleton layout in place and I've been busy populating it with code. I've seperated the flying mount controller from the player controller and constructed an entirely new controller that operates dragon flying mounts only then went back over the code and weaved the two controllers to work together. The final results will be - player enters the map, players mounts a dragon, controller control switches to the mounts controller. Player leaves mount - mount controller picks up on it's own. I've added 17 sensor points on the dragons KEY bone/joint sections. These sensors can report back valuable data such as when a foot hits the ground, a wing flaps or when the tail hits a enemy etc.. Also the front sensor points will help me direct the LARGE dragon from walking into walls since the controller collider is so small. It's going to be really interesting to see it all come together later on down the line. I'd like to give out a special thanks to Josh, whom helped in lining out the editor and importers. The dragon contains 106 bones! More later !
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Once a terrain has like 6 to 7 * or even less ) different layers of mesh; rocks, grass, debris etc.. then you go back over the terrain to draw a road or path - it's hectic having to find each layer and remove from the path. An Eraser brush that removes all terrain mesh layers in it's path would greatly appreciated.
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Upon further investigation it may have something to do with normal maps as the pop seems to only be occuring with mesh mats using a normal map.
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Editor mode VS Run mode ( editor mode ) ( run mode ) This is clearly not right, and could be related?
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I'm no longer certain its the LOD causing this, all over my map I have weird occurrences like this popping up.
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I've been gone for a weeks worth of updates, this bug wasn't happening a week ago so it started somewhere between last week and yesterdays updates. Horrible looking LOD pop in on terrain mesh layers. I guess it's on mesh layers only, could be something else because some of that pop in isnt LOD anyways.