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YouGroove

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Everything posted by YouGroove

  1. SkyShop is image based lightening, so it means no lights based ? http://www.artisaverb.info/PBT.html Lux works with lights as this is Physic based shaders. Yes seems Skyshop is better and have also lower hardware support, perhaps see if let LE3 some day develop same style of shaders, or see if some Skyshop integration in LE3 could be considered (how many users interested, price).
  2. This don't seems to be a joke
  3. I don't see the utility to do that ? Perhaps if LE3 had full CSG tools and non modeler people would need to export for external programs work ?
  4. It is possible to control alpha transparency of 3D models even if they use shaders ? (I think no)
  5. The choice is yours (i don't know what is best) : Ctype, Boost.python, SWIG, Pyrex, Cython http://stackoverflow.com/questions/145270/calling-c-c-from-python Official doc : https://docs.python.org/2/extending/extending.html#providing-a-c-api-for-an-extension-module Perhaps Linux programmers know more ? What means re usable model library ? like Fuse product or MakeHuman ? Or does it means export Blender animated model to FBX with command line ?
  6. Only begin of level for now In the works : Darkness Awaits 2 (means Leadwerks 3.1) small demo for PC (like 3.0 will be included in LE3 package) This is 3D tiles models for floor/walls , the decorative and other objects are simple models, and some with simple invisible collision shapes. I used Bloom effect with strong parameters, and Bloom effect on alpha map facing camera for the blue Lamp effect Tools used for room making : - 3D coat for all sculpting - CGTextures for stone textures and other textures materials - Gimp 2 For the main character and NPC as discussed with Josh , this will be some talented character artists that will make a custom hero and some monster type (sculpted/painted/animated),and for scripting part , it's to be determined. If i have more free time , i'll try to begin some blog on the making off with 3D coat, modular 3D tiles making, photo textures use and modification. ---------------------------- EDIT : Good April joke. It seems nobody fallen in it ?
  7. Some smaller abandonned 3D engine proposed evolutions based on donation amount to reach, there were some motivated people ... well never heard of it anymore. Indeed it would cost too much, because of compatibility problems, complexity of bugs will only delay main PC/Linux platforms even with some people paying something. Paying all year for bugs .... and how if nobody pays no more ... you will have to pay the full note ? Even if it is some idea , you can make pay for features, but clients rarely will pay for bug fixes as this is part of engine to have bug fixes. And correcting bugs, don't mean making Leadwerks 3.0 mobile evolve in terms of editor or features, why paying if you have better and free 3D solution for mbile. Only solution to not slow down PC/Linux, would be to have some guy working full time for Josh, but for that it would need : - Massive demand for mobile - Mobile complete features new price and more expensive
  8. This is not a matter about we live in 2014, some 2D games using simple 2D like Elisian Dust on Xbox are amazing game gems, not made with last OpenGL4 or graphics. It's not only advanced 3D engine graphics that makes a game and it's success (Limbo, Journey, Minecraft etc ... ). The point is simple LE3 is 3D PC/Linux , OpenGL4 only, only that for that later hardware. If someone need older 3D cards for simple 3D without deferred render or for 2D games , indeed there is lot of demand and a market, specially indie people and companies. But in that case LE3 is not the right tool and it won't go to adapt for your needs. So you'll have to switch to another 3D/2D engine or API. People buying LE3 or using it should be aware it's OpenGL4 only, perhaps display OPENGL 4 clearly in LE3 site banners ?
  9. The best option than could have been open source engine and editor code for mobile. But again that's Josh time and work, and code , so not sure it could be possible ? Even not sure we would have mobile coders to fix and adapt code for every mobile ? Like Torque 3D open source , you rely on people motivation, time and volounteers, they can abandon at any time, even main guys working on source code for non coders people using the free product can fly away at any time. So yes, LE3 Mobile seems not possible when there is already lot of work and time involved in PC/Linux bugs fixes, lot of features still not present.
  10. Right now in 3.1 there is no way to ahve plugins. Some of us will simply ask something to be able to make custom editor interfaces and tools , i don't know how it will be in the real way ? open interface, editor specific Lua scripts ? It will be Josh decision. Plugins are a strong suggestion not a super need, it should benefit LE3 i think, so we wait, and see if in the future something appears.
  11. Yep: time line editor plugin to make simple objects movement in editor, cinematics tool, character advanced animations definition and mixing etc .... etc ... BSP new tools : lathe tool, extrude, cut , subdivide etc ... This is what some of us ask from Leadwerks 3.0 days ... it would allow Josh to concentrate in pure 3D core engine, and let people make advanced tools and editor panels. Problems is LE3 is based on some BlitzMax GUI, not the best to make advanced today windows interfaces , not the faster GUI also, so i really don't know if it would be easy or not to make plugins ?
  12. I don't know what will do Pastaspace as he is who asked materials support. Lux is open source Physic shaders for Unity, could it be "ported" to LE3 ? Or LE3 could read that open source shader code ,so bring additionnal shaders that would be physic based for people needing that style of shaders.
  13. Get inspired : Lot of simple features that should be in 3.1
  14. What solutions if it was 3.0 and mobile : - drop deffered or high tech mobile that needs you to catch up each time with latest features - Pay someone to maintain and make evolve 3.0 mobile - See how to bring minimal UI system (open source or other system) - Keep it as separate product name and version at same time as 3.1 PC/Linux, but priority on bug fixes only , new features from time to time - Make some mobile parts code open source ? LE could have some other branch or product that would be mobile with different name : Leadwerks Mobile 1.0 Some branch totally different in technology (openGL2) and more appropriate to mass market devices independant from 3.1 could it be in platforms, updates, features. Last point why not a free basic mobile version (with some limited features ?) and with LE logo = free advert Just ideas while playing some simple 3D android indie game.
  15. Added new features are not very relevant i found. And yes bugs, bugs , bugs -Flatten on voxel make voxel cubes instead of flatten surface. -Auto retopology just don't work with voxellized imported models, or do totally messed polygons going out of model also. - Several easy of memory crashing with retopo or doing detailled work .... just not possible So for what i wanted to do i just switched back to Zbrush (solid even going super high work on laptop)
  16. Amazing great : https://www.youtube.com/watch?v=aMuFF8TfsW0 http://3d-coat.com/3d-coat-41/
  17. What is the precise textures list exported to LE ? What texture maps uses your shader ? Viewing the good image seem like Rastar said some env cubemap, if your shader don't have that map option it won't work.
  18. LE3 have normal map generation. I would like ot od it outside when working on textures and have perhaps more options. Does anyone uses or tested some good and free normal map tool ?
  19. Indeed Ngui, and other advanced controller systems are not part of package but really cheap for what they offer. But complete customizable virtual controls and code , optimisation, combining models , performance indeed it's Unity package. You'll see it's totally different from LE3 in workflow production. Simple example : I am experienced with Unity mobile and tried LE3 , so i know a good bunch about the differences, LE3 workflow and features on mobile was too much behind. Now if you can stay and are happy with Leadwerks 3.0 rudimentary mobile implementation, that's another story. It would need a year to become more acceptable ... better save time and have strong LE3 engine and editor/tools for indie PC/Steam/Linux games.
  20. 400$ , for 600$ i would not have baught. It was too basic even adding GUI later : - all tools/features/plugins not existing in LE3 - all specific mobile optimisation and shaders mobile - large mobile range support to eb able to maintain and correct bugs Like said , mobile is an entire 3D engine project itself alone, Unity have people that work specifically on mobile only. All bug correction, android specific platform, phones is super time consuming. Continue mobile and delay for one or two years PC/Linix grass, CSG tools and other features ? Even LE 3.0 dropped additionnal official wrappers like BLitzmax and others, because they was just taking too much time and slowing down LE2 engine progress. It's same problem with mobile. Seems you have not so used Unity mobile already ? Don't tell me LE3 didn"t lack all virtual control system, extensions, Optimized one draw GUI , Visual interface and controls adjustements , easy Android install and one button publish etc ... LE3 was far away from other mobile experience workflow and performance i had on other places ... I'm not sure bringing GUI and having some painfull to use LE3 mobile woudl has been great. Perhaps to toy, but for effective workflow and production , LE3 was too far behind.
  21. You have other mobile engines, not only Unity ( Shiva, NeoAxis , Jmonkey etc ... ) Unity have a whole team and even dedicaced people for 2D optimization, and others for 2D GUI and tools , others on mobiles , others on PC. Same for UE4 is thousand people, some do mobile, some do shaders, some do editor, others particles etc ... you can't ask as much for smaller engines. That's what i learned. You make choices, any direction take any engine, you'll have to deal with it , could it pleases you or not. The worst was when i swicthed LE 3.0 Android to Unity Android basic : I dropped another 400$ for Unity mobile basic edition , one month after they announced and offered Android Mobile Free So no need to complain, just adapt, and find what is best options when changes occurs -------------------------------- The advantage of 3D art , it is portable almost (textures, FBX models), gameplay code can be re used, even if programming changes, the way of using collisions and physic won't change a lot. Level world, terrain and maps are not protable, that's the bad point. So bet a lot in some 3D engine for one project you really plan to make and with luck finish and not abandon. For next game project, you can reconsider 3D engines again because offers, prices and market will have changed again could it be LE3 or UDK.
  22. Interesting video : Second part : lesson on multiple level paths and gameplay options Third part : Dehumaniser tool used for sound : never heard of it and just looks great to make game custom own sounds
  23. Insteda of Open source i bet lot more on plugin system and open editor or why not source of the editor to go anywhere with extensions integration and plugins all made by users only. This is what would really bring up a lot for LE3 expandabilty and extensions , Unity shines as hell in that area , i would like fo find lot of plugins in LE3 also
  24. Yep, i know , some will not give infos on forum, i ask more about those who will share their project info. Lua allowed me to prototype different game styles like FPS more RPG, TPS, Shoot them up, 2.5D game , Monkey Ball game, i don't find it so blocking Depends on your project size, if lot of data, structures, messages dialog, yes you will need C++ classes to organize all. Lua has all 3D commands that are really helpfull for any gameplay genre (SetVelocity,SetPhysicPosition, SetOmega etc ...) , i just wish more performance later.
  25. I didn't said "big commercial" but any : small , medium, bigger. Not all indie people will want to make Skyrim here I mean more small sized and reachable goal PC games : http://www.youtube.com/watch?v=Gz6pNmnMWwc So who for indie small/medium commercial games ?
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