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JMichael

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Everything posted by JMichael

  1. Beta update available now.

  2. When does this happen?
  3. There is a setting that will do that.
  4. JMichael

    Current Work

    Trying to have more plugins is a lost cause. I’m playing a different game.
  5. JMichael

    Current Work

    @Marcousik What I mean is the engine and editor. There are different types of products you can turn that into. I have another idea but I will not say yet.
  6. Our rating on Steam has jumped +2% since I stopped listing Linux support on the store page.

    1. Geldo Ronie

      Geldo Ronie

      oh I see... that makes sense... and with your strategy about less Thirdparty libraries the linux suport could be better in LW5.. \o

    2. aiaf

      aiaf

      Mostly im happy with the quality of linux support, in my workflow i dont use the editor much.

      Ubuntu is pretty good as development machine , if you want something that works out of the box you dont have much alternative.Other distributions are usable but really i want to make some games not to tweak os things.

       

      As long there is a linux build im good , without steam the better , i didnt like the steam libs in anyway and i feel i help better in the forums that writing steam review.

      Probably newer generation is used to steam.

       

      Looking forward to the LW5.

       

       

    3. JMichael

      JMichael

      Next engine will not be a Steam exclusive. Our forum system actually has a system that can allow the editor to log into your account and check purchases, which could be used for registering or logging into the program. I have not used it yet, but I am thinking that will work for the standalone version.

    4. Show next comments  15 more
  7. JMichael

    Current Work

    I'm setting things up so that the consumer game engine company has a license to use the technology and is separate from the IP holding entity and the B2B VR business. I also have one more idea for a third application of this technology, in the game space. Valve would be an ideal buyer. If not them, maybe Oculus.
  8. JMichael

    Current Work

    Oh yeah, there is something else I have to do this weekend. I have to finish a description of the technology I am filing a patent for. I'm working with a law firm with some folks from Oculus, with the idea that they will have a better understanding of this type of tech. Once the provisional patent application goes in, the clock starts ticking and I have one year to file the full utility patent. The patent makes the company valuable, and increases the chances that Valve will buy the company and hire me to make their future dev tools.
  9. JMichael

    Current Work

    Honestly, right now I am approaching my breaking point. Explaining the last three years of work in a rigorous academic format was hard. The whole process from conception of the idea, to experimenting with it, finding out it actually works, implementing the full solution, and then creating the final benchmarks, which turned out VERY VERY good...it has been a huge journey and I think I am presently the only person in the world who is aware of just how big this is. I applied for some grant money from the U.S. government, and that could make a big difference, so fingers crossed. My plans for the rest of the day are to maybe drink some tea. That's all I can answer right now.
  10. Your general sentiment is correct, but the fact is, the idea of "commands" is kind of antiquated. It's more like "hi, I am the rendering thread, here is a block of bytes you will interpret a few times before the next block of bytes arrives, k thx bye".
  11. JMichael

    Current Work

    All this month I have been working on a sort of academic paper for a conference I will be speaking at towards the end of the year. This paper covers details of my work for the last three years, and includes benchmarks that demonstrate the performance gains I was able to get as a result of the new design, based on an analysis of modern graphics hardware. I feel like my time spent has not been very efficient. I have not written any code in a while, but it's not like I was working that whole time. I had to just let the ideas settle for a bit. Activity doesn't always mean progress. Anyways, I am wrapping up now, and am very pleased with the results. It all turned out much much better than I was expecting.
  12. What specifically are you trying to do?
  13. You would need to send the event to your script.
  14. Summer is nearly here...

    1. Thirsty Panther

      Thirsty Panther

      Depends on where you live.

    2. Lethal Raptor Games

      Lethal Raptor Games

      Winter is coming for me :P

    3. Geldo Ronie

      Geldo Ronie

      here the winter is coming hahah... 

  15. That's still pretty neat. I never thought of doing that.
  16. Does it work with arbitrary geometry or are cubes a special case?
  17. How did you make the edges extend beyond the geometry in the image on the right?
  18. I could actually see implementing something like this to display LIDAR data, but I don't think it's going to be practical for game development.
  19. I think it’s just streaming in detail of scanned geometry at different resolutions based on distance. Very similar to a lot of planet rendering stuff. I think it would be a bit of a challenge to come up with the models though. ive seen a lot of stuff like this created from LIDAR data that is then polygonized.
  20. I've got it working so if you load the material file "https://raw.githubusercontent.com/Leadwerks/Documentation/master/Assets/brickwall01.mtl" it automatically loads the texture file from the same directory. Inside the material file, it just says the texture is "./brickwall01.dds", and the engine figures out the relative path and downloads it.
  21. Oh yeah, I guess you could use a shader with alphamask enabled and just set the alpha component of the entity color to zero.
  22. There was a Gimbal lock problem with the VR rotation offset, which I believe is fixed in the beta branch.
  23. I have been spending most of my time on something else this month in preparation for the release of the Leadwerks 5 SDK. However, I did add one small feature today that has very big implications for the way the engine works. You can load a file from a web URL: local tex = LoadTexture("https://www.github.com/Leadwerks/Documentation/raw/master/Assets/brickwall01.dds") Why is this a big deal? Well, it means you can post code snippets that can be copied and pasted without requiring download of any extra files. That means the documentation can include examples that use files that aren't required to be in the user's project directory: https://github.com/Leadwerks/Documentation/blob/master/LUA_LoadTexture.md The documentation doesn't have to have any awkward zip files you are instructed to download like here, because any files that are needed in any examples can simply be linked directly to by the URL. So basically the default blank template can really be blank and doesn't need to include any "sample" files at all. If you have something like a model that has separate material and texture files, it should be possible to just link to the model file's URL and the rest of the associated files will be grabbed automatically.
  24. Create a custom shader that discards every pixel.
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