Seradest Posted October 31, 2013 Share Posted October 31, 2013 First i must say sorry for my bad English skills. I would buy the Leadwerks software but only i get what i need. I dont know what is in the engine right now but it would be cool to have all these things in my list. as an example of what it is,here an list: Support of 8k Textures/Decal textures Support of animated Decal textures support of more than 32 different (color and brightness) static and dynamic light sources of one Face/side of an static or moving 3D object. Filmgrain Shader with Color Correction PHONG Shader RIM Shader Radiosity - Global lighting Jigglebones for Models Soft Particle Effect with no Hard edges any more. http://www.moddb.com/games/overgrowth/news/soft-particles Radiance Transfer lightning Inirect Lightning/Illumination 3D Skybox and animated Skybox Dynamic shadows https://www.youtube.com/watch?v=-zfwxKHGO4I Ray trace reflections with Depth Map Shadows Self Shadowing Bump Mapping (sorry no example) Fresnel effects https://www.youtube.com/watch?v=FFmXPAYBqI0 Quote Link to comment Share on other sites More sharing options...
flachdrache Posted October 31, 2013 Share Posted October 31, 2013 rofl ... Quote AMD 64 X2 Dual 5k - 4GB - XFX GForce9800GT - nv196.21 - WinXP Sp3 zBrush4R2 - Silo2Pro - Unwrap3DPro - Gile - MaPZone2.5 Xxploration FPS in progress ... Link to comment Share on other sites More sharing options...
flachdrache Posted October 31, 2013 Share Posted October 31, 2013 there are two feature sets in game design - engine features (build ins) and style features (which often depends on taste, generation, genre) ... people here usually go down a list of requests to determine if possible or not but posting snippets, to be implemented, from you tube is just hilarious. Quote AMD 64 X2 Dual 5k - 4GB - XFX GForce9800GT - nv196.21 - WinXP Sp3 zBrush4R2 - Silo2Pro - Unwrap3DPro - Gile - MaPZone2.5 Xxploration FPS in progress ... Link to comment Share on other sites More sharing options...
Seradest Posted October 31, 2013 Author Share Posted October 31, 2013 there are two feature sets in game design - engine features (build ins) and style features (which often depends on taste, generation, genre) ... people here usually go down a list of requests to determine if possible or not but posting snippets, to be implemented, from you tube is just hilarious. sorry i always make example of things for people i think its more simple to understand what i mean with specific words. Quote Link to comment Share on other sites More sharing options...
flachdrache Posted October 31, 2013 Share Posted October 31, 2013 No, no - I am a fan of this ... however Self shadow bump map - usually a height map gets ray marched or texture3d is used e.g. might be a user case PRT - same e.g. user case GI and physics - currently the holy grail of high end engines ... for a reason ( toasting client pc`s ) Reflections - all tech has different tradeoffs ... usually projection is "enough" Quote AMD 64 X2 Dual 5k - 4GB - XFX GForce9800GT - nv196.21 - WinXP Sp3 zBrush4R2 - Silo2Pro - Unwrap3DPro - Gile - MaPZone2.5 Xxploration FPS in progress ... Link to comment Share on other sites More sharing options...
flachdrache Posted October 31, 2013 Share Posted October 31, 2013 #all other, including jiggly boobs, were possible with le2.x - I see no reason why it couldn't be done in le3 too. Quote AMD 64 X2 Dual 5k - 4GB - XFX GForce9800GT - nv196.21 - WinXP Sp3 zBrush4R2 - Silo2Pro - Unwrap3DPro - Gile - MaPZone2.5 Xxploration FPS in progress ... Link to comment Share on other sites More sharing options...
Josh Posted October 31, 2013 Share Posted October 31, 2013 A few of those items in your list will be supported in 3.1 right away. Almost everything there will be supported in 2014. I don't have exact release dates for each item, but that's the direction we're moving in. We did have a self-shadowing parallax shader in Leadwerks 2. Tessellation makes self-shadowing bumpmaps obsolete, because it actually creates geometry on the surface that self-shadows using the real lighting system. (Texture-based lighting like you describe typically just uses a single input vector for a directional shadow.) 2 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
shadmar Posted October 31, 2013 Share Posted October 31, 2013 Depth buffer for soft falloff on particles, nice one. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Seradest Posted October 31, 2013 Author Share Posted October 31, 2013 A few of those items in your list will be supported in 3.1 right away. Almost everything there will be supported in 2014. I don't have exact release dates for each item, but that's the direction we're moving in. We did have a self-shadowing parallax shader in Leadwerks 2. Tessellation makes self-shadowing bumpmaps obsolete, because it actually creates geometry on the surface that self-shadows using the real lighting system. (Texture-based lighting like you describe typically just uses a single input vector for a directional shadow.) when all of the things in my list comes in 2014......... Quote Link to comment Share on other sites More sharing options...
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