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YouGroove

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Everything posted by YouGroove

  1. I use the standard diffuse+normal+alpha provided in LE3 , not modified. I read a solution to that problem long time ago also.
  2. I tested Nobiax plant , and the alpha of plants seems like jagged edges or not smooth compared to anti aliasing on rocks for example. But the original diffuse is pretty soft without edges jaggies. It is some way to have alphas for plants better like below? Or it is only a shader solution with some softening or cut out functionnality ? Some example of clean alpha rendering :
  3. Is there a script attached to each cube ? ( caus it would cost a lot indeed ) Or is there some complex math computation for visibility and other things ?
  4. Just asking if LE3 could have that in the future.
  5. I presume invisible shader remains a call to GPU to render the "invisible" material ? Disabling shadow is that better ? It's surprising such frame rate drop down, almost 200 FPS loosed , as 16*16 simple cubes is small compared to Minecraft worlds. What is good , is you find some bottleneck in LE3 that should be optimized. Some good link http://gamedev.stackexchange.com/questions/22664/how-can-i-improve-rendering-speeds-of-a-voxel-minecraft-type-game
  6. Good tips on level planning and making Bonus : ruins environment making in Blender from same author
  7. Okay. I thaught it should be some general setting. A downside is that effects can't be globally activated/deactivated globally independently from cameras (you have to code it yourself). Would be good to have at least one Lua example code in official docs
  8. How to set Anti aliasing, bloom and other effects in Lua ? it seems there is no documentation on that for non C++ users.
  9. Esenthel have it's own store also. I agree a monetized asset store is missing , i doubt this will be possible in Steam as only products owners can sell DLC. The other way would be like the Sci Fi DLC, make some agreement with Josh than let him put on sale your product as DLC on the workshop, but that would represent too much time and effort to manage if they were several people wanting to sell stuff as DLC. Let's give time to LE3 to maturate first, the store can wait.
  10. Okay, so we'll have ourselves to make our own solution.
  11. In the FPS demo we have the elevator example, but the problem it has weird physics movement jittering How to avoid that ?
  12. Is there some Lua tutorial on how to set up the different full screen effects available for root scene ? (As they are no more saved now unfortunatelly)
  13. Some example to have smoothed character controller movement : http://www.leadwerks.com/werkspace/page/tutorials/_/artwork/third-person-template-r114
  14. It's directionnal light so it should stay as it is (Lightmapping could have avoided that , but there is no more possible in LE3)
  15. Good news the project continues as it seemed very promising in last changes. It seems you switched on Crytals game from third person to FPS view, why that change ? Lot more simple to manage player and less work on the animation side ? Need for some more immersive game view ? Adding graphic layer like post effects will grab some fps on any engine , LE3 core engine beeing not enought fast it's even more noticeable. Well let's dream of performance will come some day. I hope you do the project for pleasure first , let's wait for the first screenshot then
  16. I have a ismple light and a wall and the texture has lines on some distance, it is shadows or a rendering problem ?
  17. If you have a freelancer doing work for you can simply ask less items, less details or give him some example picture form the net showing what level of detail you expect.
  18. I'm interested if you find some ways to keep high frame rate. Your rooms will need doors , windows, you will need corridors, stairs, how will you manage that ? Same for decoration like table, chairs and other decorative assets how will you manage to have the rooms with stuuf in the right place ? table at center, shelves on walls etc ... ? How many dynamic lights per building or room ? How will they be placed on rooms ? Keep the good work as project seems promising.
  19. @Chris : What about your other project ? http://www.indiedb.com/games/seventh-crystal-of-theia It is abandonned or delayed ? as it looked promising also and i perfer open world with exploration. Another curious question : Why choosing LE3 when for example Unity proposes animation states manager, new GUI and many great plugins like ultimate FPS, Lux shaders ? Easy side of LE3 or BSP ? Anyway good luck on your new project, i think it will be one of thes best looking one in LE3
  20. Many people make some Diablo 3, Dota 2 style games taking place on outdoors , or a small game with outdoor regions you will need vegetation painting tool and rendering system that is fast ( Trees LOD, distance based for grass etc ...) Unfortunatelly, there is lot more graphics options and features on others, things like global illumination, physic shaders, shader editors, soft particles, Tone mapping, Color gradding, God Rays, Water system, animated sky etc ... LE3 advantages is cheap without restrictions and no royalties , and staying very easy to use. Still performance systems , faster lightening and enhanced graphics like global illumination should be considered at some point.
  21. Why not two different navmesh types or more types ? - Any size controller : ceiling never taken account; that could be used for lot of game genres , from RTS, Dota like games, or FPS, TPS games playing in arenas where ceiling is never a problem. - Fixed size controllers for uniform sized characters for FPS games where ceiling matters Perhaps have two different navigation systems for navmesh ? Without these, it will remain to us making the game to add collision shapes for bigger characters and take care about the zones they can only walk on.
  22. Good. Will this make possible to have resizing on character controller to any size later ?
  23. Already asked multiple times, for example here : http://www.leadwerks.com/werkspace/topic/9062-scene-panel-grouping/page__hl__scene Would be very welcome for complex scene mnagement.
  24. Well , yep i would not want to share password specially for a commercial game. Until it would become incorporated in the editor, non C++ Lua users have one solution only that is to buy a program making some exe file from your project like Rick suggested.
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