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Where can we d/l the latest version of the island demo?


karmacomposer
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I like Crytek's stuff. I just think we have more to rely on than purely graphical power. Probably the number one feature of Leadwerks is the API design and ease of programming. A good renderer that is easy to utilize = <3

 

I came because of the API and that it doesn't force weird abstractions on my code. The crappy abstractions are very disruptive between the layers of code. I can do c# in my sleep but I leadwerks is still more of a joy.

 

Marie (my wife), the 3d artist I am working with is very realistically 4x more productive with Unity3d then with leadwerks, and it is scary how real the productive gain is. It pains me to trade my joy for hers. It's not fair.

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Guest Red Ocktober

well... it would seem that the ability of a game engine to present believable ocean and water seems to be some sorta self validation of its capabilities... all the "good" ones do this... :)

 

--Mike

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Marie (my wife), the 3d artist I am working with is very realistically 4x more productive with Unity3d then with leadwerks, and it is scary how real the productive gain is.

Hopefully the Leadwerks 3 art pipeline will make the reverse true.

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My job is to make tools you love, with the features you want, and performance you can't live without.

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Hmm... procedural-voxel terrain generation ... been messing with that stuff with the OpenGL4.4 SDK ... its pretty cool .. voxels are cool because the terrain can break up, can break chunks out of it ...any object made with voxels can be destroyed..

 

Procedural terrain, if done right, the maps can be huge without wasting computer resources ...

 

awesome link ...use the HD setting if possible..

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The mind only need to thinkith there is an ocean. The imagination is a far more powerful ally. The trough of disillusionment is a hard enemy to overcome. Check out Jonathon Blow's vids on the human condition.

Last year scientists actually wanted to test if we live in a matrix, and every test result indicated yes:

http://www.ign.com/a...g-in-the-matrix

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Hmm... procedural-voxel terrain generation ... been messing with that stuff with the OpenGL4.4 SDK ... its pretty cool .. voxels are cool because the terrain can break up, can break chunks out of it ...any object made with voxels can be destroyed..

 

Procedural terrain, if done right, the maps can be huge without wasting computer resources ...

 

awesome link ...use the HD setting if possible..

 

Holy **** I want that! $10k to $60k to license. OUCH! Not happening . . . ever!

 

Mike

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Holy **** I want that! $10k to $60k to license. OUCH! Not happening . . . ever!

 

Mike

 

Yeah I figured it would be a lot ...BUT ..the same tech is pretty much given away here:

if you can understand it.. LINK ...the source code is free to use ..even for commercial purposes ..the book is $40 though..they explain all that code they provided..

 

Also this http://www.terathon.com/voxels/ goes with the code in the above link.. so basically they provide everything .. you don't actually need the C4 Engine ...you need only OpenGL and a C++ compiler ..

 

I am not good in this type of math though ... so I doubt ill be able to get it working for any type of game... I figure I need to know it very well in case there is a problem later..like after a commercial release,it would be bad..

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.NetWorld 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

 

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Yeah I figured it would be a lot ...BUT ..the same tech is pretty much given away here:

if you can understand it.. LINK ...the source code is free to use ..even for commercial purposes ..the book is $40 though..they explain all that code they provided..

 

Also this http://www.terathon.com/voxels/ goes with the code in the above link.. so basically they provide everything .. you don't actually need the C4 Engine ...you need only OpenGL and a C++ compiler ..

 

I am not good in this type of math though ... so I doubt ill be able to get it working for any type of game... I figure I need to know it very well in case there is a problem later..like after a commercial release,it would be bad..

 

Ummmm . . . I have a hard time with intermmediate math, no less computational transvoxel warp drive mathematics (or whatever it's called).

 

I wonder if there is another editor for voxel landscape design? One that does not require c++ knowledge?

 

Mike

MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 980 GTX with 16gb vram / SSD drives

MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1060 GTX with 8gb vram / SSD drives

Alienware Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1070 Ti with 16gb vram / SSD drives

My Patreon page: https://www.patreon.com/michaelfelkercomposer

My music for sale: https://www.tgcstore.net/category/513?format=all&amp;perpage=30&amp;textures=undefined&amp;price=all&amp;order=default&amp;artists[]=87213

Custom synths and sounds - http://www.supersynths.com

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