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YouGroove

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Everything posted by YouGroove

  1. @Steelb: I see no interest at all in the pdf about BSP and all it contains and it's all theory for 3D artists, i doubt they will dif or even reda your document When you want to make simple bots like for example serious sam games or some indie games where the bot just attacks and follow. If i would make tower of guns on LE3; i would simply need FPS basic template and navigation working on the level, and bots would just go after player and attack. This post was about tutorials and templates, not core programmers work.
  2. this is old school stuff for programmers. I won't post videos about concurrents ,but some engine have several advanced path finding solutions, even dynamic changing when dynamic object moves on floor. So you just have to care about your Bot AI from easy : detect range, pursue/attack, to more complicated like is player visible , is player walk or run makes sound Bot can hear etc ... If i just want simple AI bot : range detect/attack/follow, i just need a good pathfinding system. Well lot of people won't re invent the wheell or BSP system , nowadays 3D engines just uses Navigation mesh wihtout any BSP. It's hight level system , ready to use, you put more time on game creation, less in programming navigation or tools. It's just my point of view as non super programmer
  3. Let's forget that. I just created a C++ project instead, it opens VC++ directly and it runs. Auto completition is a big difference with Lua not having that. So C++ is almost mandatory with LE3 i think in the programming side, i'm not so sure Lua to be the way to go to make an entire game (even if it was stated on Steam GreenLight annoucement scripting and Flowgraphs).
  4. Perhaps it's better to have independant scripts at final. Like : - FPS basic move and basic shoot - Bullet effects - basic static NPC detect in range / fire - basic static NPC detect / follow and attack (already in darkness ) - basic map - basic menu - basic save points (read/write to file) Yes, independant Lua scripts. Some example of indie game : This is some example of good indie game using some FPS templates of UDK. The guy had just to re use them , modify them and add is own custom code and stuff, but he could started with basic UDK templates and make playable levels already. in Leadwerks 3, you could make such game ? Yes, for programmers, but for less programmers like , me it would be lot more hard, and i would let down. Could it be how to manage camera, cross hair, raycast hits collisions etc ... So perhaps not complete games, but working minimal templates. Perhaps not a tutorial, if the code would be enought commented on complicated parts.
  5. Sorry but some engines proposes good physics for gameplay , you can make golf, pinball easy without making your own physics. I hope LE3 to get back on the right track for physics. why not Bullet physics ?
  6. I know there is some LE3 in going stuff like new V3.1, bugs correction, Steam integration etc ... I was just wandering , will it be another some complete game tutorials ? Like "darkness" demo ? Explained step by setp ?
  7. I had failed to launch project test3.debug.exe ? And i copied and renamed your files ? Well i really hope LE3 to put Things right for the next release. I mean people wanting to script , can do it. And well on Steam the advertisment of LE3 is a lot focused on : Scripting , visual workflow. I can imagine people coming to use it and beeing deceived after some update.
  8. YouGroove

    LE Larry

    So each time you use it to "scale" you have to figure out how much he is bent over and weather his horns account towards height. It's tedious and if there was just a "base unit" life would be easier. That's sad, as other engines, propose to use your own different capsule for each character.
  9. Thanks a lot Aggror; i'll try that tonigh
  10. This can be normal and that shadow system is just a projected shadow it seems, to go faster ?
  11. Is Newton a good choice ? Some engine like Bullet used in some AAA games could do best and afford more advanced features.
  12. YouGroove

    LE Larry

    You have already the barbarian character and it's animated, and you can scale it more. Why asking more ?
  13. Indeed CSG is mainly for levels, not so much for dynamic. Just curious but why did you made the ball with CSG ?
  14. What I did note, was the engine doesn't like large CSG objects One reason to go for models and LOD and other optimisations like modern engines
  15. So that's explains all C++ and BSP like focus It's years since Source engine seems outdated for terrain games. Do they want to stay focus on BSP only ?
  16. Ok, so for physics, we must use Models. That's strange, perhaps there is some hidden physic properties when you load a mesh that are different than when you create it by code.
  17. Will it be shaders possible on terrains multitexturing ? normal map , specular ?
  18. If you don't want to install Visual C++ 2010 me or anyone else could give the files to you. If someone can provide some file that would make LE3 work again in Lua games, i'm interested. As i don't use LE3 caus of that problem and because i don't use VC++ at all. Even better : we could create on store, some download named : "Last compiled project for Lua users"
  19. Yes, more users, more ideas, mor support needed. And more motivation
  20. Well , just seen the banner link. The descriptions talks about Lua script,or BSP booleans, but booleans are not here already. And there is a good bunch of bugs, and lot of stuff to improve or bring (like terrain). The big question i have, is simply : It is not too much earlier ? Would not be better to wait for LE3 to be more mature and stable ? And the integration of Steam WorkShop and Valve assets for some people is not necessary, specially if you purchase models form alternative sites or you have some 3D artist in your team. Well it depends on people using Leadwerks 3, but i won't go personnaly for Steam , as i go more for mobile. It's LE 3 growing and expanding, this can only be good for it if. .
  21. Better, But still, the ball don't really bounce on walls. The power from min ot max is not enought big in range, we should have a max power that should laynch the ball very far and more strongly. And always, thre is some lag during the game , the ball runs, but suddenly during less than a sedond, there is a lag like the ball was not refreshed or physic not updated; It's noticeable when playing each time it occurs, and it's looks odd. When playing physic games even open source, i don't find any lag or physic refresh problem.
  22. Well it should run smooth and well with high FPS like same type of games on other open source or basic 3D engines. Seems LE3 have a big issues with Physics or Lua management. The movement is very strange and odd, like it was no real inertia. Perhaps LE3 should go with other Physic engine ? Good physics should be smooth like that :
  23. Nice, but When launching the ball, the balls runs very strangely, like it some mmo that was lagging, there are tears screen, ball movement is like it was doing lot of mini not very visible jumps ? There must be a problem wih physics or the game. And i can run Follout Vegas on my laptop smooth enought with good settings, so i don't think PC laptop to be the problem.
  24. Last version : 3D Coat V4 can export to FBX, OBJ, LWO, DAE ect ... Just has been realeased 3D coat V4 is a real step over V3.XX specially with a significant speed increase in Voxel sculpting (3 to 10 times faster).
  25. It can get a bit choppy on my laptop, I have a few idea's to hopefully get rid of it. I noticed Aily's post</BR> http://www.leadwerks.com/werkspace/topic/6874-lua-and-used-memory-grow/ I'm somewhat interested in that thread, because if i would make some mobile Lua game and some clients would find that problem; it wouldn't be so good your popularity
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