Pixel Perfect Posted September 11, 2012 Share Posted September 11, 2012 lol Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
shadmar Posted September 11, 2012 Share Posted September 11, 2012 Yeah it sank, then there was a couple of world wars. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
gordonramp Posted September 11, 2012 Share Posted September 11, 2012 I want to do something special with the terrain. Infinite Terrains would be a great feature. Quote AMD Athlon x2 7750 2.7ghz, 6gb ddr2 ram, Galaxy9800GT 1gig ddr2 video card, Windows 7,64. Link to comment Share on other sites More sharing options...
Roland Posted September 11, 2012 Share Posted September 11, 2012 Small highly detailed terrains would be a great feature Quote Roland Strålberg Website: https://rstralberg.com Link to comment Share on other sites More sharing options...
Juggernaut Posted September 11, 2012 Share Posted September 11, 2012 Infinite Terrains would be a great feature. Yes. +1 Quote LEADWERKS 2.5 Leadwerks Engine Documentation http://www.leadwerks.com/werkspace/page/Documentation/le2 Leadwerks Engine Wiki http://web.archive.org/web/20120728123827/http://www.leadwerks.com/wiki/index.php?title=Main_Page Leadwerks 2 wiki moving to Google Drive https://drive.google.com/folderview?id=0BxLsUYPSspxcfms3bmpvQlBSVjVYREljSElpQ3JfTmQydzg4anExZ2Fyb0I3NjZxSmkwd1E&usp=drive_web Link to comment Share on other sites More sharing options...
gordonramp Posted September 11, 2012 Share Posted September 11, 2012 Small highly detailed terrains would be a great feature Hi Roland, Yes but any inspiring World Builder could achieve this in most Engines with quality Assets and careful placement. The ultimate would be to achieve 'highly detailed Infinite Terrains'. This may be possible. Procedural Generation, Occlusion Culling, Terrain stitching, Lods and streaming and deletion of objects could all add up to Infinite Game Worlds if it was organised well. I think that the Quality or usability of a Terrain tool in a 3D Engine is the determining factor of the success of the Engine, Games these days are becoming more and more expansive and the comments I see about Game environments usually refer to 'detail' and 'size'. 1 Quote AMD Athlon x2 7750 2.7ghz, 6gb ddr2 ram, Galaxy9800GT 1gig ddr2 video card, Windows 7,64. Link to comment Share on other sites More sharing options...
Benton Posted September 11, 2012 Share Posted September 11, 2012 Whats wrong with voxels? Quote Windows 7 Professional 64 bit, 16 gigs ram, 3.30GHz Quad Core, GeForce GTX 460 one gig, Leadwerks 2.5, Blender 2.62, Photoshop CS3, UU3D Link to comment Share on other sites More sharing options...
BES Posted September 11, 2012 Share Posted September 11, 2012 Hi Roland, Yes but any inspiring World Builder could achieve this in most Engines with quality Assets and careful placement. The ultimate would be to achieve 'highly detailed Infinite Terrains'. This may be possible. Procedural Generation, Occlusion Culling, Terrain stitching, Lods and streaming and deletion of objects could all add up to Infinite Game Worlds if it was organised well. I think that the Quality or usability of a Terrain tool in a 3D Engine is the determining factor of the success of the Engine, Games these days are becoming more and more expansive and the comments I see about Game environments usually refer to 'detail' and 'size'. Yeah, I have been looking into procedural generation ....its pretty impressive and would be a great addition to the engine, but I think its going to have to be added yourself .. Like I want procedural generation because I believe its the best way to add atmospheric transitions for planets, I have some source code on procedural texturing but I haven't really looked through everything yet.. Its from those German guys ...Farbrausch the same guys that made the 64k game called .theprodukkt http://en.wikipedia.org/wiki/Farbrausch Quote Threadripper 2920X Gen2 CPU(AMD 12-core 24 thread) | 32Gigs DDR4 RAM | MSI Nvidia GeForce RTX 2070 Stock OCed | ASRock X399 Professional Gaming Motherboard | Triple M.2 500Gig SSD's in Raid0 Windows 10 Pro | Blender | Paint.Net | World Machine | Shader Map 4 | Substance Designer | Substance Painter | Inkscape | Universal Sound FX | ProBuilder | 3D World Studio | Spacescape | OpenSky | CubeMapGen | Ecrett Music | Godot Engine | Krita | Kumoworks | GDScript | Lua | Python | C# | Leadworks Engine | Unity Engine Link to comment Share on other sites More sharing options...
Roland Posted September 12, 2012 Share Posted September 12, 2012 Hi Roland, Yes but any inspiring World Builder could achieve this in most Engines with quality Assets and careful placement. The ultimate would be to achieve 'highly detailed Infinite Terrains'. This may be possible. Procedural Generation, Occlusion Culling, Terrain stitching, Lods and streaming and deletion of objects could all add up to Infinite Game Worlds if it was organised well. I think that the Quality or usability of a Terrain tool in a 3D Engine is the determining factor of the success of the Engine, Games these days are becoming more and more expansive and the comments I see about Game environments usually refer to 'detail' and 'size'. What I would like is an area with high details where the action takes place, combined with a wast surronding terrain with lesser details. Of course this can be achived with a big terrain and the high detailed are as a mesh, but having two resolutions would be great. One for the area of interest and one for the surroundings. Procedural terrain sounds interesting, but dont you loose the possibilty to design the terrain then? ... I don't know to much about procedural terrains. Quote Roland Strålberg Website: https://rstralberg.com Link to comment Share on other sites More sharing options...
smashthewindow Posted September 12, 2012 Share Posted September 12, 2012 Whats wrong with voxels? Well I presume they're pretty slow on most implementations. I like the idea though. Quote Blog & Portfolio Current project: moon.chase.star Link to comment Share on other sites More sharing options...
Road Kill Kenny Posted September 12, 2012 Share Posted September 12, 2012 Well I presume they're pretty slow on most implementations. Yes pretty much. Unless you have voxels very small (which isn't really feasible especially not for mobile) they look ****ty.... I am so over the whole voxel cube thing. There can only be so many minecraft clones.... Quote STS - Scarlet Thread Studios AKA: Engineer Ken Fact: Game Development is hard... very bloody hard.. If you are not prepared to accept that.. Please give up now! Link to comment Share on other sites More sharing options...
Benton Posted September 12, 2012 Share Posted September 12, 2012 I mean voxels like in the C4 engine. It allows you to create cliffs, overhangs and arches that would not be possible with a basic height-map solution. Quote Windows 7 Professional 64 bit, 16 gigs ram, 3.30GHz Quad Core, GeForce GTX 460 one gig, Leadwerks 2.5, Blender 2.62, Photoshop CS3, UU3D Link to comment Share on other sites More sharing options...
Pixel Perfect Posted September 12, 2012 Share Posted September 12, 2012 Cry Engine uses voxel terrain construction too in conjunction with normal heightmap terrain for detailed outcrop sections etc, its a pretty neat feature. Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
tjheldna Posted September 12, 2012 Share Posted September 12, 2012 The C4 engine uses Voxel terrain and I have used it quite a bit. Its very nice to be able to tunnel into the terrain etc. Quote Link to comment Share on other sites More sharing options...
Road Kill Kenny Posted September 13, 2012 Share Posted September 13, 2012 Cry Engine uses voxel terrain construction too in conjunction with normal heightmap terrain for detailed outcrop sections etc, its a pretty neat feature. In this case not so bad I guess, so long as the performace hit is reasonable. Quote STS - Scarlet Thread Studios AKA: Engineer Ken Fact: Game Development is hard... very bloody hard.. If you are not prepared to accept that.. Please give up now! Link to comment Share on other sites More sharing options...
smashthewindow Posted September 13, 2012 Share Posted September 13, 2012 In this case not so bad I guess, so long as the performace hit is reasonable. Dr. Lyngell actually wrote a paper on voxels (I'm not sure if I should link it though) that has very reasonable performance hits. Quote Blog & Portfolio Current project: moon.chase.star Link to comment Share on other sites More sharing options...
cassius Posted September 13, 2012 Share Posted September 13, 2012 Will any connectivity between le2 and le3 be possible apart from being able to use the same models we purchased or designed? Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Canardia Posted September 15, 2012 Share Posted September 15, 2012 In fact, most of your C++ source code should not be very LE2 specific anyway, so it will work also in LE3. I think I will make a LE2 wrapper for LE3 anyway, because the syntax of LE3 seems a bit not-so-Blitz3D style. Mostly the wrapper would need to manage lists of allocated entities and textures, so that the user doesn't have to care about them. I think that's the main difference between LE2 and LE3. For example: CreateCube(); // LE2 manages the memory itself Cube cube1=new Cube(); // LE3 lets the user manage the memory So a LE2 wrapper for LE3 would look then like this (pseudo code): Entity& CreateCube() { Entity temp=Cube(); global_entities.push_back(temp); return global_entities.back(); } Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Road Kill Kenny Posted September 15, 2012 Share Posted September 15, 2012 If you pre-fix all your LE commands with the LE:: namespace identifier when coding with LE2.X and C++ then it will be much easier to port to LE3 methinks... eg. LE::LoadModel() That way you can easily identify everything that needs to change. Also you can do a search for LE:: and and it will show you everywhere where you need to change the code. 1 Quote STS - Scarlet Thread Studios AKA: Engineer Ken Fact: Game Development is hard... very bloody hard.. If you are not prepared to accept that.. Please give up now! Link to comment Share on other sites More sharing options...
Roland Posted September 15, 2012 Share Posted September 15, 2012 If you pre-fix all your LE commands with the LE:: namespace identifier when coding with LE2.X and C++ then it will be much easier to port to LE3 methinks... eg. LE::LoadModel() That way you can easily identify everything that needs to change. Also you can do a search for LE:: and and it will show you everywhere where you need to change the code. And all you that do that... never ever have a 'using namespace' in a header file and you will be just fine Quote Roland Strålberg Website: https://rstralberg.com Link to comment Share on other sites More sharing options...
Juggernaut Posted September 22, 2012 Share Posted September 22, 2012 So, how did it go ? Quote LEADWERKS 2.5 Leadwerks Engine Documentation http://www.leadwerks.com/werkspace/page/Documentation/le2 Leadwerks Engine Wiki http://web.archive.org/web/20120728123827/http://www.leadwerks.com/wiki/index.php?title=Main_Page Leadwerks 2 wiki moving to Google Drive https://drive.google.com/folderview?id=0BxLsUYPSspxcfms3bmpvQlBSVjVYREljSElpQ3JfTmQydzg4anExZ2Fyb0I3NjZxSmkwd1E&usp=drive_web Link to comment Share on other sites More sharing options...
Furbolg Posted September 22, 2012 Share Posted September 22, 2012 Hi Guys, And all you that do that... never ever have a 'using namespace' in a header file and you will be just fine You can use 'using namespace' with specialised types e.g. 'using namespace std::cout;' but i wouldnt use it because it hides your dependencies. Quote Link to comment Share on other sites More sharing options...
Road Kill Kenny Posted September 22, 2012 Share Posted September 22, 2012 You can use 'using namespace' with specialised types e.g. 'using namespace std::cout;' but i wouldnt use it because it hides your dependencies. I never use it. Defeats the whole point of having namespaces in the first place. But Its just a matter of preference really. Quote STS - Scarlet Thread Studios AKA: Engineer Ken Fact: Game Development is hard... very bloody hard.. If you are not prepared to accept that.. Please give up now! Link to comment Share on other sites More sharing options...
Xaron Posted September 30, 2012 Share Posted September 30, 2012 So Josh, I read this "Leadwerks 3, revision 666" comment on FB and I thought, ... well, is there light at the end? Is the release near? Quote Triassic Games Link to comment Share on other sites More sharing options...
Road Kill Kenny Posted October 1, 2012 Share Posted October 1, 2012 Tease tactics. I assume its coming soon but who knows how soon that is. I'm guessing anywhere between 2 weeks and 2 months. Though that is just my speculation. Only Josh knows when summer ends. Quote STS - Scarlet Thread Studios AKA: Engineer Ken Fact: Game Development is hard... very bloody hard.. If you are not prepared to accept that.. Please give up now! Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.