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YouGroove

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Everything posted by YouGroove

  1. Very missing when not FPS game or not FPS game with same character sizes ( FPS/RPG different characters races, specially bosses characters)
  2. I got black dots using LE3 terrain map demo
  3. Really interesting AC2 game analysis : Article : http://www.mapcore.org/page/features/_/articles/technical-breakdown-assassins-creed-ii-r24 Some video : Interesting: detailled tiling textures only used in near view LOD, and using atlas low res texture for other distant LOD. In the video that's awesome how much the wood texture is used everywhere. Another great shader feature : However, these textures being very tiny, the developers used vertex painting to blend details and break the repetition. Some really great optimisation tips on how to decrease draw calls : Each time you change a mesh for a new one you will create a new drawcall, because for the engine it's not the same geometry. This rule applies for the shaders too. If you change the shader, you don't render the same thing, so you have to change the way you render it. This means a new API call. A common solution to this is to batch your calls. 'Batching' means to group some meshes together before calling the API to draw them. This is why it takes less time to render a big mesh than multiple small meshes. How to batch these meshes if chosen by the engine, there is no best rule for this and it depends a lot of what you want to draw. In the case of the Anvil engine, you are focused on drawing large and open spaces. The best way to improve the performance in this case is probably to batch per shader. So each geometry using the same shader will be sent together to be rendered. This way, reusing textures will allow you to batch a lot of things and gain a lot of time. Conclusion : Assassin's Creed II was a really good improvement compared to the first game, however it looks like the engine faced a lot of new constraints which were not totally well handled. The way the LODs appear and the nice but still limited quality of the lighting are good examples of that. Even on modern computers today the game gets some slow-down in certain places. The engine was improved for the next game iterations and increased the amount of details and the quality of its lighting to finally show beautiful cities as we can see in Assassin's Creed III today. Let's wait LE3 to bring LOD and later texture atlas system in the editor
  4. Agree, and some system that would uploaded automatically the screenshot to some LE3 official quality gallery when the vote would reach ten Good votes , would be top.
  5. YouGroove

    Remaining Days

    What level style will it be ? outdoor moutain, city or a mix ? We see overall 40%, 3D artwork 48% in the site. Is this real because there is no level and gameplay screenshots, just some few model screenshots , so already 50% hard to believe or the game will be lightweight ? Good site, good presentation.
  6. LE3 should have two categories screens : - open category - quality screenshots When some kids just rip off Lucas Art 3D models and copyrights to display non textured models with LE3 engine ("X-Wing vs TieFigher rip off?") Really it should be some separation from not so good/bad screenshots and others showing good effects or good levels.
  7. Could you post your model file if you want someone to take a look ?
  8. It is a bug with alpha ? or using dxt5 only ?
  9. YouGroove

    Imagination

    Seems Dhalsim from Street Fighter 2
  10. Your listing seemed enumerating software features as it is written, so anyone could misunderstand your listing. 3D coat like Zbrush are for character sculpting, or character with hard surface stuff (armor etc ... ) , these software are not dedicaced to modeling hard surface assets even if you can do it also. I would say, Blender will give you all you need just need to learn it, not the best interface at all. Silo 2 : small modeling app, lightweight, fast , very intuitive and easy and cheap price (99$) .
  11. Ouch, only that ? Do you even have really used 3D coat before stating that ? - voxel and surface sculpting - Retopology tools (among the best ones) - Normal map baking - 3D model texturing on diff/norm/specular channels - tileable texture making
  12. One version is perhaps less work than having to make one more standalone version. I'm ok with Steam integration as this is a great publishing platform for PC. Lot of people are looking for BSP levels , personnaly i'm waiting for vast and gorgeous outdoors with trees system and waving grass , and easy to use water system in LE3 instead. And hope we'll got before some LOD system and other official advanced effects ( DOF, fast SSAO, light scattering, godrays ).
  13. About CryEngine they failed with their new proposal, Steam was a decision to advertise their engine and spread it among modders, gamers, indies. Steam helps a lot to LE3 advertising and distribution, on the other side some software are so popular they really don't need Steam to support them. Some have both : PC only and Steam platform like 3D Coat, but the non steam version has no DLL Steam related, it's really clean. Unfortunatelly LE3.1 has some core written and dependant on Steam that makes standalone needing Steam DLL and initialization.
  14. it's what makes Unity free even fantastic, caus there is so many plugins for each game stype or systems like path findignd, shader editors etc ... All thoses extensions could never been done by Unity alone, and they are a the big key of success and lot of money is generated from plugins. LE3 would only benefit so much from having plugins possible, it would allow new tools, new extensions and systems, that would take years to LE3 making them. This would speed up a lot LE3 growing lot more fast. the problem is LE3 rely on some old Blitz interface module, so could be a nightmare to create custom panels for the editor. Only way would be : - allowing scripts to run in edit mode - saving possibilities - custom GUI running in real time in 3D view of the editor (it could be Neosis Gui) allowing you to create button ,sliders etc ... so you would have a custom interface in some sort possible independent on platform. Anyway, this is not priority and plugin system seems to have been abandonned in some way.
  15. Another suggestion to publishing : Zip packaging of ressources, some Lua files and encrypted at least. Actually even some demo published , all your 3D art and code is visible
  16. I was talking of high level functions instead included in some package like some you can find with Unity. Perhaps some solution will be available in LE3. Coop story games are very interesting allowing mutual help and interaction, they are becoming to appear lot more in incoming games.
  17. Everyone one priority is never someone else priority, this is the main problem. For example i don't need saving feature in LE3 actually, i would like lot more DOF, SSAO, HDR, Decals, volumetric particles effects, physically based shaders. Everyone has it's own goals and own priorities.
  18. If it was lot of people like you Rick, LE3 could make like UE4 and propose some 20-15$/month Photoshop is at least 24Euro/month ,when you use software during all the year, the price could be high in the end.
  19. So i guess like GUI, the only solution would be some product existing, prooven and that could be integrated in LE3.
  20. If i'm not wrong, today photoshop can only be baught with a monthly subscription, so no way for me to use that software; if i need i will go for software not dependent on other software like Substance designer and painter instead. Perhaps someday they will make it non photoshop dependent ?
  21. Will it be planned some high level system in LE3 for network coop gameplay ? I mean without needing to integrate ourselves Raknet or other stuff and just be able to easy create sessions and manage gamepla y ?
  22. I agree. Personally i would go for step = 1 , this is how it works with Unity, why restricting in LE3 ?
  23. ok but maximum cone radius won't allow full freedom joint with collision against parent. So making such joints for capes, clothes, hair would need another system like physix proposes.
  24. Ok so actually in LE3 it is not possible to have joint balls with a moving center and colliding with parent collision mesh.
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