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Everything posted by YouGroove
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<p>Good work. For speed it depends on your project, simple indie ones are good enought without too much speed needed. If you want some AAA style "Skyrim", yes optimize more. Trine 2, TorchLight 2 style no need to go in incredible optimization. Even playde some super indie game made with visual programming by a pure 3D artist in some popular indie 3D engine. There is lot of optimisations and not in code, caus even with the better optimized code , if 3D art is not towards optimization, it will not work. - At least 3 or 5 LOD steps - MipMaps - Shadows LOD - shadows Z distance progressive display - LOD on particles (more accurate maths as you come near) - LOD on AI and NPC paths navigation (more precise calculation if they are visible) - LOD on animations (far away NPC won't be animated each frame) - Efficient culling system - LOD for shaders (no shader at all at some distance) - Efficient GUI system using one draw call only etc ...
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In fact , like Josh said , the scritp is easy enought, we can do without that sort of tool Rick This is just i seen that on some 3D engines, and i think having some coll feature like that integrated to LE3 could be good for LE3 in the 3D artist side. Well new features for the editor in the style of 3DSMAX is just great, perhaps it's better to wait for that to grow. This will be the way for us to create extensions.
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As i don't use compilers, that's problematic for Lua Projects actually. I should make a new Lua project each time. So i'll wait for update on Lua projects working, and learn script instead of going too deep on some game project.
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When i look at Goblin script, i can see lot of lines of code to manage states and animations. This is where i would see some "hight level" graphic flowgraph like tool to simply connect states and animations with some variables for speed etc ... Some other engines have that sort of flowGraph, this way you can test your animations and states without coding. This just speeds up workflow for games using characters and for non programmers. Like : No input message ->Idle State -> Play idle (variable speed anim = 5) Walk input message -> State beginWalk -> Blend wal (variable % blend, speed, duration) Walk input message && End beginWalk -> State = walk (speed =5) etc ... I won't post concurrents editors, but it's some idea for lot more later as they are lot more needed features (terrain, water etc ...)
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Leadwerks 3 Update Available
YouGroove commented on Josh's blog entry in Ultra Software Company Blog
Smooth rounded BSP lightening is great now And be able to copy/paste in the scene panel is good also. I seen the player has one script only now , i'll have to dig how it works later. -
I updated Darkness Lua game, by chssing "Update" button than selecting as Template the "Lua" folder. The game screen saying "Press Enter" was ok, but after pressing "enter" I had same error : Map file 16 not supported ? Did i missed something ?
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Leadwerks 3 Update Available
YouGroove commented on Josh's blog entry in Ultra Software Company Blog
I didn't understood all script changes, but i'll take a look tonight and try it. Scritp and FlowGraphs are coming back. what is recommended finally ? Use C++ or scripts/flowgraphs to make games ? Would it be not more easy to call C++ from Script attached to characters for examples ? (C++ managing collisions, AI and other stuff) Will we have small examples fo the new script system and flographs ? This is lot of changes, a lot didn't expected as script system was ok for me. That's lot of changes, but where are the new Gizmos ? Just kidding we'll wait ,and if they not appear we will create some 3DSMAX style script for them as this is a new incoming feature. -
I have used Matrix (the functions not the movie ) But what as lacking was functions to move relative to attach point and turn relative to it, all ith matrix functions. Search for my old post on "Matrix or attaching"
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Will it be possible to carve any geometry, and with any brush ? Carve a cylinder anywhere on some Cube ? Is there some estimated date for that feature ? one month, two or more depending on priority ?
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@3Dski : lol I see C++ pasionnated people, what i'm not dealing with little non significant stuff like it could be done like that or like that, all that will only confuse me C++ in LE3 would just need some complete gameFramework and system like we have with Lua. Actually, could it be the player, other characters, they are created in MainApp class, they are not instanced in some World Entities Manager Class from the map file where they are placed. For me Lua advantages : - No compiler, all in one tools (just edit Lua files) - Have all Lua files on the ressources panel - Ready to use game framework - Attach script on entities - References between entities and their script - Enought powerfull for PC or Mobile small to Medium or Zone based games. - You can share script , and import script into your project and use directly (just attach it to some entity) - Fast prototyping for non coders working in a team with programmers
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Also, just checked out double dragon again. The opening scene has a guy punching a girl in the stomach and taking her away. Nothing like a little domestic violence on women to start a game. I totally forgot about that Yes this is the way to motivate the player to beat up the bad people For 2.5D , the best could be some to use setPosition, and simple collision boxes, and manage, X and Z movement yourself wihtout using physics. They are many games using their own physics on racing car or platform and it works well, they even add more personnalisation like faster fall down than jump, or more pronounced streering.
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Yes it should work, some Boolean substract function. So much more things we can make with some feature like that
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Well, again a personnal wish, so i t hink not possible Some people like me know some VB.Net , C# languages, that we find so easy to use, less complex than C++. And it's enought powerfull language for indie games and even bigger quality games. LE2 was supporting many languages, now we have dropped to Lua and C++. Lua now passing 2nd position. Would C# official wrapper be possible ? or would it be too much work ?
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Ahahha nooooo ! Why small updates are not more user friendly for Lua users ? The map format should be handled independently. I can't imagine in some others engine minor updates, people finding their map don't work anymore ? The problem is that i updated, than created a totally new map with the last engine version updated, and that map didin't started ? Each time i try to go further with Leadwerks 3, there is always a problem where i'm stuck Will this problem be solved for Lua users in the future ? (Well i can't do nothing this time , and once again i let my platformer LE3 project in standby, perhaps i will really nerver make a game )
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Yes thanks. but it will produce sub pieces, and you'll have lot of vertex in double that the engine will process.
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I have LE3 updated with last version. I made a new Lua project. I put two BPS cubes and a camera without any script. When trying to run it , i have that error : Map file version 15 not supported What is going on with Lua ?
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Could we have such primitive with adjustment of number of segments at creation ? Neeed to make rounded corners.
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Like that lava : It is possible on models, i dind't find it on documentation ?
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Playing with BSP i seen we can delete sub parts of primtives like Tubes for example It can be usefull to create demi harches or any other stuff :
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Okay, so bad idea again i had. And yes i htink you'll make grow LE3 is the right direction. Let's forget our short term wishes for later, we can produce games actually with Leadwerks 3.
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It has been a survey what is good. But why not just let people say clearly here two main features they would want want for some next updates of LE3 ? Here it goes : 1 ) Editor improvments and bugs correction. 2 ) Terrain
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Editor workflow: organising the scene hierarchy
YouGroove replied to AggrorJorn's topic in Suggestion Box
Some of us already asked such features. Editor improvments instead of keeping it old school or too much BPS/Hammer old tools like. Sometimes it feels like Josh want it to be like that, old school BSP tools and editor system caus he likes old style. But does users like the editor ? (missing workflow points, missing Gizmos and better ones) Not all people will go BSP and work in 2D views without Gizmos, specially on non BSP terrain where you place all models and adjust in 3D view. -
Nope, i don't seek anything : I will make them. So anyone inetrested ?
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Yes, is anyone interested ? Some non concurrent engine : Blender game engine example
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I wanted to make a game like that : Just kidding : impossible alone. But well i will pray for one of you guys to bring up some easy to use GUI system to Leadwerks 3. It's like that on indie 3D engines most of the time, some people bring existing super GUI system to the engine.Even on popular ones, Let's hope LE3 won't put a year for that ?