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  1. Today
  2. I don’t know you in person, but I’m really proud of you. I’ve graduated 2 years ago, but haven’t worked in my field a day! It’s pretty sad for me, because I do love the major I’ve chosen. I’ve been talking to my friend who had the same problem and she sent me a link to top resume reviews, so I thought about working with them. Good resume can open any door! And I want this door to be opened, because I love it!
  3. Josh

    Supernatural City

    There is a very strange place I know. I might be able to sneak in, in two weeks.
  4. Yesterday
  5. Okay, I have no idea how I missed this in the documentation previously but I've just tried it and it's amazing! Should really get this added into the FPS script so people know it's there and can take advantage of it. Will definitely be using this in my game(s)!!
  6. I plan on paid updates every 12-18 months, but you can buy one version once and use forever.
  7. Only need to buy the full version once?
  8. Josh

    Supernatural City

    man I could get you some interesting reference photos of some run down places.
  9. Mr Tiddles has indeed been missing for some time. I wonder what could have happened to him? You know, Paradise Apartments offers the best plants and benches this side of the coast has to offer! Plants And not-so comfortable benches
  10. @Josh Yep the diagram and video I posted refer to regular style tricks. In my game you can switch between goofy and regular stance using a hotkey and by landing 180 degrees. Tricks are the same in both stances (for sake of less animation work) but they are basically inverted regular tricks for goofy. @jen Wow that's so funny that you mention Tony Hawk Pro Skater! I grew up playing tony hawk and 1080 snowboarding on my N64 so they have been a huge inspiration (as well as reference) for my game. Your advice is great and is somewhat similar to what I've done in my game for jumps. I actually analyzed how halfpipes worked in tony hawk to come up with my solution. Basically I check if youre on a halfpipe then when your rotation reaches a certain point and if you're holding spacebar you automatically jump directly upwards. Movement is physics based so that you can still collide with certain objects and what not but I heavily control the physics to work the way I want to avoid unintended behaviors.
  11. Last week
  12. Poor Mr. Tiddles. That cat's been missing so long, the missing poster got a concert poster put over it. 😰 Good environment. Looks like the apartment hallways could use some plants or benches or something to mix things up. You might already have this planned.
  13. @Angelwolf Like this?: https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_Camera_SetFogMode
  14. Fog would be an amazing addition! Not only to assist with rendering, but also for atmosphere.
  15. Been working on the hallways of Paradise Apartments... A bit less square now, and there's even heating What would a shady apartment complex be without fly posters? Mr Tiddles... Have you seen him?
  16. Working on GDC 2020 lecture proposal.

    1. Thirsty Panther
    2. Josh

      Josh

      VR in aerospace and performance optimization for rendering large CAD models in real-time.

    3. Thirsty Panther

      Thirsty Panther

      Interesting and catchy :)

  17. Nice. Good job and thank you for sharing the solution for anyone else that might come across this problem.
  18. An advice on how you could implement jumps: Interesting observation of mine while watching Tony Hawk Pro Skater game videos some time ago: I noticed there's actually no advanced physics used in that game. Rather, it used an invisible ramp that guides the skateboard and it only acts against it to simulate jumps. So in actuality, when the board "jumps", it's actually just running along an invisible track that follows a curve in the air (could use spline tools for this). A much simpler and controllable approach IMO rather than using physics to push the player up. My previous experience in implementing grenades in Border Recon using physics was difficult - the grenades were unpredictable, caused a lot of glitches, and were hard to control. I should have just used pre-calculated parabolic trajectories instead.
  19. In any country there are wonderful people. Sometimes I want to spend my whole life with them. So why not? I always liked the culture of Asia and I found a wife for myself from there. Now I have special feelings. That was the best decision I made in my life. This site topasianbrides.com helped me in the implementation of this decision. I advise everyone, maybe it will be useful to someone)))
  20. Tried that. It happens regardless of brush size. It's happening on a brand-new, blank heightmap, no textures, no vegetation, nothing. That's what's weird about it; I've used the terrain editor in the past with blended textures, normal maps, trees, vegetation, rocks, water, etc.. and it performed smoothly. Not sure what's changed that makes it so slow and choppy again. Thank you both for the replies
  21. I Fixed it!, problem was solved by changing Camera* MyMainCam = Camera::Create(mount); to... Camera* MyMainCam = Camera::Create(); MyMainCam->SetParent(mount); not sure why this is any different but hey it works now, also it solved another problem i was having with shadows not rendering
  22. well I've narrowed it down a bit, removing the code that creates the player and camera, and simply adding a camera to the map i get a normal view of the skybox... so its definitely something in my code maybe someone can tell me if they see anything i may be doing wrong, here is the code that spawns the camera... struct GamePlayer { Camera* PLayerCam; Model* CameraMount; Model* PlayerModel; int PlayerAnimId; int currentAngle; }; GamePlayer CreateLocalPlayer2(Vec3 pos) { GamePlayer gamer; Model* Mydude = Model::Load("Models/Characters/MyDude/MyDude.mdl"); Mydude->SetPhysicsMode(Entity::CharacterPhysics); Mydude->SetCollisionType(COLLISION_CHARACTER); Mydude->SetMass(1); int animationsequence = Mydude->LoadAnimation("Models/Characters/MyDude/MyDude.mdl"); Vec3 v = pos; Mydude->SetPosition(v.x, v.y, v.z); Model* mount = Model::Create(Mydude); Camera* MyMainCam = Camera::Create(mount); MyMainCam->SetRotation(55, 180, 0); MyMainCam->SetPosition(0, 20, 5); gamer.PlayerModel = Mydude; gamer.CameraMount = mount; gamer.PlayerAnimId = animationsequence; gamer.PLayerCam = MyMainCam; return gamer; This image is with a manually added camera (in the editor), the second is when from loading the camera in code
  23. I guess I have only done "mute". He looks like he is riding regular. The flying squirrel is pretty awesome.
  24. I think something is wrong, it should work with the default values, I think that at some point something like this happened to me, and I don't know if I fixed it or fixed it, I remember moving the map size values.
  25. I'll have to try this when I get home from work today. however, I can't imagine why the camera range would obstruct the skybox which should be infinitely away, Any idea how far out I should set that range?
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