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Everything posted by YouGroove
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and if more csg tools come out during 3.1 you wont be able to try them in the trial as the trial is only updated once per major release. Well not a great choice, as any new comer during the year should be able to try all features before buying, like in any other 3D software packages. Actually i don't see the interest in pre order if you upgrade to a full C++ version, as you'll have C++ and Lua. For Steam edition ,users will have to compile in C++ to create the file "Leadwerks.exe" even if they just use Lua, so they will need some C++ stuff ? or am i wrong ? I hope 3.1 to bring during the year some lacking points like : -CGS tools -GUI system and editor -LOD support. -Car physics Anyway waiting for videos of 3.1 and some demo.
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I got some problems (littles and a bigger one) actually in 3.0 , so i'll wait for a 3.1 demo to check them out. I'm really looking forward to CGS tools, lot more than OpenGL4.
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I just run Darkness demo without any modification, and the player HUD green color sometimes is dark , sometimes bright depending on where you go with the character ? Anyone got that problem also ? It is specific or general ?
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Yep, on my beat them up project, i re imported a main character animations , and i got LE3 crashing. No way to laod that map level or project , as LE3 will always load the last map. AS LE3 always loads the last map, some option to says , don't load any at startup would be great. So if you have several maps and one that is crashing, you could laod the project and switch to another map.
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You could program it yourself using invisible little boxes with invisible material shader. Just spawn the cubes to a "start" point , with some attached alpha image of the particle, and after some time , just "move the cube" to the start point again.
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Just updated, and tried to run example_turning_door.map, it just says CollisionTrigger.lua is missing. Another point : loading Darkness project, it generates errors on the log ?
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simple Collision physics not working on model ?
YouGroove replied to YouGroove's topic in Leadwerks Engine Bug Reports
No news ? Would be great to have simple Cube/Cylinder physics working on models for next update. (I'll have to put all models decoration assets in some "background" scenery where the payer won't be able to walk) -
Well that sphere system worked on GTA3 game , a game that was on consoles first, is also on mobiles. All depends on how you use your collision system and what you do with it. About consoles thye rely on physic engines like Havock for example, not always on their own tricky physic engine. http://www.havok.com/customer-projects/games?product=Physics
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Take some color map, with Gimp or other software make it black and white, than apply darker/Brighter masks on areas where you need more or less specular. You can go fast and use defaut grey colors transformation or put more work to change it and add details, all depends on how much time you can afford to make specular maps. http://www.cgarena.com/freestuff/tutorials/photoshop/texturepainting/texture-painting.php
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is almost completely relying on physics and it works pretty well without any "hack", it just works with forces and physics, so this is an example where you can perfectly rely on physics if it works as expected. I agree, there is plenty of games relying totally on physics. All depend on what you do with physics and if you don't use physics in "special cases" @Naughty Dog : Some games asks you to install Physix Driver to play the game, even AAA game. So yes games relying on physics a lot exists, and companies making a game choose one 3D physic engine only once for all for their game. Raycast is physics engine part and all FPS games rely on that, so yes almost all FPS games have gameplay depending on physics. Racing games depend entirely on physics also. ---------------------------------- The math formula i put is math, there is not physic at all, you can calculate any frame, at each game loop if collision occurs. But i agree you must go RayCast if your small sphere move too much fast each frame , it will go through other sphere next frame loop and you don't have collision detected. The best is indeed to use Ray cast to detect if the ray hit something between previous and next game loop frame. ------------------------------- About sphere collision it won't cost a lot if you use cubes first to detect what sphere can collide with another, cubes will decrease the number of possible sphere collision first. Not convinced by spheres , even used on GTA 3 game for example ? http://www.gtamodding.com/index.php?title=Collision_File_Editor_II
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I mean : It is too much work to make some minimal plugin for the release of 3.1 ? The response is just : NOPE , no plugin for 3.1 so let's wait for 3.2 roadmap.
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@NAughty Alien : It depends if your bullets move fast or too much fast. With reasonnable speed physics works, in games where you see the bullets, missiles moving. If your bullet is fast like a real one : indeed rayscasting is mandatory, it would be non sense to use physics. But if you want moving bullet/missile you can see moving than physics should be possible. @ZioRed could you post some code and minimal scene example for us to test ? To see how fast your bullets are moving ? ------------------------ Some working math collision detection based on sphere-sphere (independent on speed) : For the player ,and the bullet if you use math 3D sphere for collision : You can use some simple cubes maths collision detection first than switch to more precise sphere-sphere collision detection once cube-cube are colliding. And apply that formula to 3D : ( ( x - a ) ² + ( z - b ) ² = r ², where ( a , b ) : center of cylinder r : radius of cylinder -------------------- Difference vector (the length is the distance between those two spheres): Then the length is computed: Sum of the radiuses: If distance<sumradius the we have a collision to take care of. http://studiofreya.com/blog/3d-math-and-physics/simple-sphere-sphere-collision-detection-and-collision-response/
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Or let's collect some other theme ideas if people prefer another theme , and make some two month tournament.
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Well second tournament , that was less restrictive than last one had lot of success. (I really enjoyed the "green flask" game) We should make another even without prizes, just for the glory to have some rank and screenshots posted. I mean another based on ideas like "wood structures" for example , this could lead ot any game : - wood houses: each house you enter will have a monster to fight or a treasure or some healt, or money - wood cylinder physic game - wood targets in some FPS game - wood platforming game etc ... The advantage of "Mini" tournament like that is that you just spend the time you want, you don' t have any pressure or whatever, and a general theme si also less restrictive you can be more creative. So just bring on ideas here for a new LE3 tournament named : "Before 3.1"
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Great. For reloading , it make the game more strategic indeed Some people could include some reload gameplay like Gear of Wars game http://www.youtube.com/watch?v=ET4XCisT_YA I like the their bar bullets display system also that's show you visually how much are left.
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Could it be some minimal plugin system to test or use for 3.1 , or too much work is going on for that ?
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A trial can come after, you will just gain new customers more later. From a marketing point, annoucing on 3D sites LE 3.1 is here, would be better to have the demo version for new comers to try it out. Some new comers will need to try it before buying.
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Lot of games use that function without problem ,why shoud not rely on it ? Depends if your physic engine implement that well for all cases or not. It's usefull indeed for any triggers and enter contact of different objects, character entities. Perhaos some new functionnality to submit to Newton 3 forums ?
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Some function like CollisionEnter() would help, don't know if it can be done in Newton 3 ?
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Well buying a product or not buying is buyer responsability, but we should at leats be able to test something before buying like any software product. I would want to know if it will be at least for non LE3 owners or Leadwerks 3.0 owners some little demo showing the features or some accessible 30 Days eval version for 3.1 ?
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It depends on what type ot plugin you need, for simple stuff Lua is really enough without going C++. But again how many people plan to make C++ a plugins before asking some C++ version ?
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Asset Browser not working after saving of a prefab.
YouGroove replied to Einlander's topic in Leadwerks Engine Bug Reports
It seems to be a general problem , perhaps could it be thumbnails problem to impact other problems like drag n drop. http://www.leadwerks.com/werkspace/topic/7745-fbx-drag-and-drop-not-working/ I posted a log about thumbnail problems also. Would LE3 editor browser work great with thumbnails creation/viewing deactivated ? -
Even last example without white makes the difference : without it's like objects are just floating on the scene. SSAO brings shadows even on corners of objects, it makes the scene more unified without needing lightmaps.
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Bad example i put. In this example, you can see without SSAO it seems like objects are just objects without any light interaction, not natural, with SSAO each one influence on the other : the telephone cab influences the wall Second example : you can see on white part of the cylinders how SSAO really changes the FLAT white color to a more natural shadowing. Another one where you can see clearly wihout SSAO , objects looks like just "posed" above ground without any shadowing information, with SSAO, they influence the ground shadowing, and it looks more natural indeed. So you could avoid shadows on some models of the scene to save power, but keep a good looking using SSAO instead. And SSAO si ambient occlusion what light shadows don't do. So will LE 3.1 will integrate SSAO or will it be for futur updates ?
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Using dynamic lightening what can bring back good look shadowing details without using shadows that costs more power is SSAO. ssao off : ssao on : Will that be included in LE 3.1 or in another future update ?