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T0X1N

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Blog Comments posted by T0X1N

  1. http://www.leadwerks.com/werkspace/topic/15716-43-child-entities-do-not-cast-shadows/

     

    This issue seems to be "sort of" fixed for the editor, but not in-game (compiled with C++). Did you update the C++ library in the beta branch?

     

    I say "sort of" because it now renders shadows, but when you move a child entity, the shadow does not update. Only if you move the parent entity then the shadows for all of the children will update. I did set the shadows to "dynamic" for both the parent and the child.

  2. Very nice, Josh. Better debugging is a great enhancement to the LUA integration also the easier entity network handling is great news as well. Networking is something that I can use very so since our current project, Grim, is going to have online multiplayer modes.

  3. Hi Paul, yes the project is still in development and is very much alive, behind scenes. We are taking time into a quality game that will try to meet the AAA quality requirements. As our project team is fairly small, a release date cannot be determined. We are trying our absolute best at achieving this long term goal. Sometime in the near future, I will post some new content from our game, Grim, here and on our website.

  4. Thanks for your comment, Rick.

     

    I love this btw. It's something that most people, me included, have a hard time with. This is the best start you can have for any project.

     

    Yes, it is something new for us we just got into and, for a matter of fact, I could not begin to explain how much easier it makes things. To have things properly documented is great for both development and for the final product because you can then share with the documentation in a "behind the scenes" of the game. Yes it is boring at first, but you have to force yourself to achieve it because, like I said, it makes the development so much easier on yourself and the others that are working on the project with you.

  5. Hi Pixel,

     

    Thanks for all of your support towards our project. I sure will be telling the rest of the team your wishes.

     

    I totally agree with your saying "walk the walk" vs "talk the talk". There are lots of devs out there that say that they are going to make this and that, but they show nothing. I feel we have came a long way and finally we are pulling off some professional looking results. I am very happy with where we are at currently, but there is always room for improvement and I am looking forward on continuing our development of Grim.

     

    We are gamers first and developers second.

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