I am working out the advanced logic and interaction by applying it to different problems. Messaging the way the original Quake engine was set up is pretty straightforward. Half-Life 2's input-output system is interesting, but requires an additional mechanism beyond the existing keyvalues system. Lua allows some really powerful stuff. You could enter a string in the property editor, and the script itself could execute this string! But if it's confusing for me, it's going to be really confusing fo
I finally found a good reason to upgrade the renderer to OpenGL3. This will allows MSAA with deferred lighting. It might possibly also yield some performance gains, but that is speculation. This will occur some time in 2010.
Source
I'm falling in love with Alchemy.
you can paint, sketch, draw and ...! for free!
here is my first fully sketch result with:
Ps. If you want to use it, please help Alchemy to improve in Here
Source
I'm falling in love with Alchemy.
you can paint, sketch, draw and ...! for free!
here is my first fully sketch result with:
Ps. If you want to use it, please help Alchemy to improve in Here
I'm falling in love with Alchemy.
you can paint, sketch, draw and ...! for free!
here is my first fully sketch result with:
Ps. If you want to use it, please help Alchemy to improve in Here
I've made and continue to work on 3 objects that you can drag into the editor and get player movement features in about 2 mins. I'll discuss them and their plans here. I prefix them with Pi because that's my sort of namespace so when you place these in your editor's path they won't have the same name as other objects you create/download. Pi is the start of my last name and I'm using it as a brand or sorts also.
Character
http://leadwerks.com/werkspace/index.php?app=downloads&showfile=46