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Scott Richmond

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Everything posted by Scott Richmond

  1. 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. How is it able to use so many textures with RGBA texturing though? Can it be extended further?
  4. 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.
  5. 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.
  6. haha no problems mate. Would love your advise once you're back from vacation though.
  7. 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?
  8. More or less exactly that yes Shadmar. However I'll need more than 3 textures (pure R, B and G).
  9. 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?
  10. Thanks mate. I'll do some research around that when I get home. Would love any examples too though.
  11. 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?
  12. So, even if I was using terrain properly, I still cannot use vegetation at all without the editor?
  13. 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.
  14. 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?
  15. Are you saying that the grass in Leadwerks is hardcoded into the terrain entity type and is impossible to deploy anywhere else?
  16. 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?
  17. 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.
  18. Scott Richmond

    ZombieTime

    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?
  19. 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?
  20. I suppose I could, next time I come across it. But its still quite a bad pipeline. I still don't really understand how it works in regards to renaming materials - Do I need to set the name of the material in my modelling app to be the same as the .mat file I make for LE? In the past I've had to do a lot of back-n-forth on naming. At some point in the future I'll be attempting to use vertex painting on my models and then use shaders in LE to texture them appropriately. I worry how well this'll come across in the conversion to gmf.
  21. I've found the gmf converters in the LE tools to be complete rubbish over the time I've used this engine. Just recently I spent quite a bit of time trying to convert a few models with mixed results. Josh I honestly hope you've got the art pipeline sorted in LE3D because I know I've personally had serious issues with gmf conversion on more than one occasion. I really hope we don't all have to continue to buy third party software (UU3D) to support lacklustre conversion tools. In regards to the issue at hand, I've found I've had good results if I play around with the export options in Maya/Blender/3DS. Only export the complete minimum required. Also just try a different export format and use one of the other gmf conversion tools. Finally, buy UU3D...if you have to.
  22. Agreed Rick. I suppose it gives more control over what's going on though. Looks like BuildShape() attempts to make a more clean interface for it though.
  23. I'm currently prototyping some procedural mesh algorithms and I'd like to apply tri-planar texturing to my meshes. I'm wondering if LE2 has a tri-planar texturing shader available already or whether I need to create my own? If I need to create my own, I'd love some guidance on how I, in C++, apply a shader to my Mesh objects as well as pass textures and the mesh object properties to the shader. Thanks.
  24. Nice work Josh, as usual. Personally I don't see CSG editing as a very useful central tool anymore. I understand that it's been part of the industry for a long time and Josh I don't think you've wasted any time doing the above - I'm sure plenty will use it. But I think the focus of the editor of a game engine should be much different. I'm sort of making this up as I go here but you know I'd like to see game engine editors wrap themselves around the industry standard tools most developers use these days -> Maya/Max/Mud Box/etc. It should be able to take any arbitrary model object and turn it into a useful game object with little to no intervention. It should know when the model is being edited and changed in the native modelling engine and update it in real-time when saved. Etc. Thoughts? Note: I'm pipe-dreaming here. This isn't a complaint about the above article.
  25. Scott Richmond

    Back to Werk

    Line numbers please.
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