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Everything posted by WSI
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I know I'm an exception in this regard - and it's not me being "contrarian" in any way - but the more powerful and "realistic" the results get with modern game engines, the less interested I am. Is it impressive to see how far tech has come in such a relatively short time? Yes. Of course. It's crazy to watch something like Final Fantasy: Spirits Within / Advent Children, maybe even Avatar, and think "those could be rendered in real-time on some modern engines, and look even better" I'm still more moved seeing some really creatively made Quake 1 or Unreal 1 maps than I am anything in Unreal Engine 4, etc. My favorite era of 3D game graphics is around the late PS2/early PS3/GameCube era. When it was still more about solid artwork carrying the look/feel of something, rather than how many pixel and vertex shaders were used to render it. Things were close enough to "realistic" to draw you in, while still leaving room for your imagination to fill in the rest. I'll play a PS2 or PS3 game, or watch someone streaming one, and think "wow this game is really beautiful...". When I look at games made on modern engines, it's more "wow, this engine can render some realistic scenery". It's not the same effect. Bleeding-Edge 3D graphics tech ages and becomes outdated looking. Good art always looks good. That said, give me a game made on any game engine with beautiful art that draws me in and gets my imagination going, I won't care what game engine it is, I'll rave about it all day; far more than the most complex scene comprised of 3D scanned objects and people, rendered at a quadrillion tris per second. My two cents.
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That's the weird part. I'd done that, and it was still not working. I honestly couldn't tell you what I did differently. I couldn't reproduce the problem - not that I'm complaining of course.
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Oh, I'm not suggesting you go out of your way to make anything happen. I agree... focus on what's best for the tools you're creating. I'm just wondering aloud if circumstances and timing could sorta steer things in that kind of direction, and if you had any thoughts on it. No biggie Re: Fake Economy. Ayep.
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lol.. Okay. I don't know why, but now it's working. Just set up a new scene exactly as I showed in those screengrabs, but it didn't work before. Now it's working. Color me confused. Welp. lol
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Hmm.. I just dropped the 'generic' model into the scene as-is. Didn't change anything. Let me check the other things you mentioned. Thanks!
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Hello, I'm trying to get a character to walk around in the environment, and have followed the information here: https://www.leadwerks.com/learn?page=Tutorials_Games_First-Person-Shooter_Character-Controllers and here: https://www.moddb.com/engines/leadwerks-engine/videos/tutorial-fps-character-controller-in-leadwerks ... which seem to concur with each other. But, for some reason, when I run the project, I just get a black screen and am unable to walk on anything. I've tried it in a blank project, creating my own platforms to walk on, etc. And again in a "First-Person Shooter" project template. It doesn't work in either case. This is all attached to the "generic" character model. I'm noticing, too, that sometimes when I go back to the Script tab, the 'File' field is empty and I have to select the FPSPlayer.lua script again. This happens even if I save the project and re-open it. What would I be doing wrong here? Thanks
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Hey, @Josh... Do you foresee any long-term repercussions for Unity in the future, due to the big layoff they just had - apparently including core developers? I wonder if/how that might affect the quality and progress of the engine, and if that might lead to people beginning to look elsewhere - or at least to choose a new engine for future projects. That COULD work to UltraEngine's advantage, perhaps. Maybe. It's of course a big 'if' based on a big hypothetical 'if'. I've been thinking of how that could affect things overall, but particularly UltraEngine, given all you have planned for it.
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I haven't really been a fan of anything from 2.8 on. Especially after they got that influence... I mean "grant money" from EpicGames. I'm learning to use 2.9 since it's their LTS and so I know that it'll remain consistent at least for a while. I still prefer and use 2.79b, though. Nothing added after that benefits me or what I want to use it for in any way. Its layout makes more sense to me, too. I found the .cubin files needed to support Cycles on my 2070 Super online, which was the only thing "holding me back". So I'm all set. Anyhoo.. this thread is about pricing of UltraEngine, not 3D apps, so.. I'll stop derailing now 😛
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Really?! So only $25 a month? That's actually not nearly what I thought it was. Interesting.
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So UltraEngine is planned for the long-term, then. That's perfect. Exactly what I was hoping to hear/see. Great! Thanks for the confirmation! Also, those graphs are beautiful. Don't sell yourself short. :p. That's interesting about 3DSMax. May I ask why you prefer to use it in lieu of the "obvious"* free alternative, like Blender? Not knocking you for using MAX. It's a powerful software. Just curious, 'cause I know it's far from cheap, even to subscribe. * - I chuckle typing "obvious" regarding Blender, 'cause I started learning it years ago, before it went open source, and everyone was like "why are you using Blender? It sucks! Use a real 3D program, like Max or Maya". It's cool to see it have come so far to where it's now part of major creators' pipelines... Just funny, considering where it started.
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I'm not a fan of subscriptions for software in general. Moved away from Adobe completely when they changed to such an approach, etc. However, ~$10/month is not really a huge ask. I can spend that much on a single visit to McDonald's (and I'm sure UltraEngine won't contribute to my midsection... at least not directly :p). My one concern is the long-term plans for UltraEngine once it's released. One thing that's kept me away from jumping into Leadwerks is how it seems the latest version is barely out the door when work and focus shifts to "the next version". I never felt comfortable jumping into the TorqueEngine for the same reason. GarageGames was constantly working on "the next game engine", leaving their existing ones effectively abandoned. It's like trying to put down roots in shifting sand. I wouldn't even think twice about paying $10 a month to use UltraEngine, with the confidence that work on expanding and improving it would continue, instead of focus shifting to starting a new engine from scratch. Is that the plan with UltraEngine, Josh? To focus on building and expanding on one platform - at least to the point that it's no longer feasible and a complete ground-up rewrite is necessary? If so, just show me where to sign up :).