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Scott Richmond

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Everything posted by Scott Richmond

  1. Scott Richmond

    One Last Thing

    Josh - Thanks for the blog. Quick question related to the topic of physics: Is the physics / animation engine included in LE3 capable of higher than usual floating point precision? I believe most engines run at half floating point (16bit). I'd like to be able to build a streamed world up to around 250km2. Apart from a decent culling technique the key limitation is physics sim once you get further than around 2km out from origin at 16bit floating point. Thanks Josh.
  2. I've been using Unity for the past couple of months...and I don't know if I'll even bother with LE3 by the time it hits. :/ We'll see.
  3. Indeed. Most recently a national retail chain here in Australia called **** Smith completely shut down their video games section. The whole lot - Consoles to PC games.
  4. How is it able to use so many textures with RGBA texturing though? Can it be extended further?
  5. Well yes, that IS what you get when the majority of your distribution (steam, Ouya, etc) and game framework (engine of choice) are done for you. If you want more profit then you need to work harder and DIY these parts of your game or find a company willing to accept a one-time price (Eg Leadwerks).
  6. This business model works perfectly for the mobile eco-system as well as other distribution methods such as steam. For 30% of your profits you get an entire marketplace, hosting for your game, sales system, etc. I think you'll find its very competitive to what is out there right now.
  7. Just wanted to note something I think everyone is missing here: Their business model doesn't revolve around making money off of the hardware. This is why they will be able to get away with a $99 price tag on the console - They don't intend to much if any margin on the purchase. The business model resolves around the 30% they get from game and application sales. This is where Ouya differs from the existing consoles.
  8. Is it? Looks like a pretty complete solution to me. I'd interested to understand whether you intend to build a GUI system from scratch yourself or not, as from my limited experience cross-platform GUI frameworks are actually fairly complex and full of many corner cases. Not sure I would be very happy personally if you decided to postpone such a critical feature because you want to develop it yourself your own way, despite how good it may be in the end.
  9. Just wanted to say that I like that you're open to blogging about incomplete ideas Josh. Its fun to sometimes see such ideas, even if they are a dead end.
  10. haha no problems mate. Would love your advise once you're back from vacation though.
  11. Ah I thought that was the case. What are my options Shadmar? What do the LE terrain shaders do to achieve 16 texture layers? What about using UV channels?
  12. More or less exactly that yes Shadmar. However I'll need more than 3 textures (pure R, B and G).
  13. Scott Richmond

    Amazing Tools

    Very cool stuff! Does this work at all with models with movable joints? I suppose you would do a separate convex decomp for each model child in the heirachy?
  14. Thanks mate. I'll do some research around that when I get home. Would love any examples too though.
  15. I appear to have been able to import a model with vertex coloring - The untextured model itself has the colors I specified. Now I need to work out how to access these colors in a frag shader and apply blends between textures. Any ideas or resources to check out?
  16. So, even if I was using terrain properly, I still cannot use vegetation at all without the editor?
  17. The constructor for Terrain is able to take an instance of Entity. So, I'm assuming here that if I pass it an instance of Model it'll allow me to apply and use some of the terrain features to the model. I think only Josh could tell us whether this sort of thing could work. Or I could just try it. Any idea how I enable vegetation over a Terrain in C? I suppose I'll just try it and see what happens.
  18. So, I haven't tried this at all but it does compile: Model m; m.Load("oildrum.gmf"); Terrain t(m); Any reason why this might not work?
  19. Are you saying that the grass in Leadwerks is hardcoded into the terrain entity type and is impossible to deploy anywhere else?
  20. I'm about to attempt to create a simple model in Maya 2013 and texture it using vertex coloring. What I want to do is be able to procedurally texture the model via code and a shader using vertex painting. In Maya I will define the color of the vertex's and then supply the textures in the shader at runtime. For example a 2D plane model: x = a vertex x---x---x | \ | / | x---x---x | / | \ | x---x---x I want each of the verts to have their own color that I can assign a texture to in runtime. In this thread I'd like to ask if anyone has been able to do this successfully from Maya? Any other advice?
  21. I'm currently using models rather than a 'terrain' mesh to make up my various pieces of environment and I'm wondering if anyone can give me any advice on how Leadwerks implements its vegetation system, specifically the grass. Do I need to add a shader to the mat file of the material I apply to the model? Do I need to maybe generate a 'grass mesh' on top of my models, sort of like a decal? Any documentation or advice would be appreciated.
  22. Scott Richmond


    Nice work Josh. A couple of people in this thread have asked for more advanced usage and I think all this boils down to one broad question: How exposed is the path finding module to the developer? Do you think more exposure is required in your opinion?
  23. This is for your HTPC no doubt? Indeed Windows is fairly limited in this area. If you're interested have a look at Raspberri Pi. Pretty cool stuff.
  24. Graphics cards generally don't come with a dedicated audio out because it comes through HDMI. If this is your first time pushing audio through a GPU then you probably need to jump into the BIOS and enable it, as is sometimes required. Check you've got it as your primary audio out in your OS too. I know NVidia have pretty subpar Linux driver support so consider testing this is Windows if you aren't already.
  25. All perfectly fine Pixel, but I just don't like the idea of having to purchase UU3D as another step in the art pipeline of LE. I understand the argument that one should probably have UU3D as yet another defacto application in game development. I just don't like the situation. Also, correct me if I'm wrong but I'm sure the GMF file format is not human readable due to the compression?
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