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Posts posted by Game Producer
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Alritythen. Thx. LUA should be ok.
Although I wonder if somebody is doing LE3 target for monkey (I know lumooja did back then something for LE2): http://www.monkeycoder.co.nz/Community/posts.php?topic=414
As for the Editor... is it actually required? Can I code & script things without it. Just curious.
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Soooo, take it I'd like to program my game in good ol' editor of mine (blide) using BlitzMax and forget all the... LE editor stuff. You know, similarly I could skip using editor in LE2.
Would that be possible? Without too much magic preferrably...
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That's coolest avatar image ever
Welcome!
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Hey... Right after seeing that new leadwerks.com frontpage, it started snowing.
Yay! Looks like summer is about to be over...
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@Josh: Well, you got that right!
@scarlet: depends what kind of game you are doing.... automatic path finding for my idea might be "ok". For some heavy badass strategy game, shooters (and many others) that definitely is a kickass.
Anyway, I think pipeline was one of the clumsiest things in LE2. To me, having improved asset pipeline is really important.
And and ... ahem...those neon lights were a joke, you know
...but where's that blog post explaining more?
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Yeh, I know! But this is like... a huge big deal. There should be flashing neon lights on the site header announcing this as THE biggest thin eva 8)
Btw... link to the blog post? I've missed that one..
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Wait, hold on a moment. I said wait.
Let's rewind back to this:
Well, the simple fact is Leadwerks 3 is nearly here, at which point your whole conversion pipeline will just disappear. All those models will be automatically converted when you drop them in your project directory, so all your problems just go away. That's probably why no one wants to go into a lot of detail explaining the LE2 art pipeline right now.WHOA.
Like Big WHO-O-O-A.
Seriously?
How this works. This is like my dream come true, not false. But True. as in getDreamCome() and it returns goddamn True.
Sounds awesome.
Is there more details on how this works? Is it just .FBX files or some other files? What about physics models? How this works. Tell more.
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At least here in Finland mornings are bloody cold already.
(...hopefully Josh isn't located in Miami)
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wow...
just wow
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I'm with Rick here, I too feel somewhat odd about that function naming style.
if model->setMaterial(material) was model->addMaterial(material), it would make a slightly more sense. (keyword picked from Josh's explanation "When you add the shape to the model, an instance of the shape is created.")
...with that being said, I can live with this naming convention though 8)
...but to get somewhat back on track regarding Josh's choices: sounds perfectly fine. There's always N number of pros and M number of cons whatever you choose. All of them get the job done, pick one & stick with it.
Josh's plan sounds good.
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some AI books... that contain SOME info on procedural/learning
site with some articles: http://www.ai-junkie.com/
book "Programming game AI by example"
-> some perhaps relevant articles & fine book me thinks
book "Artificial intelligence for games"
http://www.amazon.com/Artificial-Intelligence-Games-Second-Edition/dp/0123747317/
another neat book, bit pricey but worth checking
try keyword search "machine learning" and you might find some relevant stuff
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I'd use either webpage or HTML5 and then php and whatnot
This might help:
http://www.madewithmarmalade.com/
Or this:
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So... will LE3D art system change? Perhaps a brief explanation how preparing art assets work?
Will Ultimate Unwrap 3d pro still come handy?
Also, if I have assets ready in .gmf format for LE2, will those be of any use with LE3D?
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I first thought somebody had lost car keys.
Good thing Josh found em 8)
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Encountered this same issue.
Couldn't change animation speed to 30.25 in Ultimate Unwrap... but in theory, was wondering if I could just multiply my start, end frames with the original vs new count ratio.
For example, if my animation contains frames and new gmf file contains frames, then in theory... I should multiply my start/end frames by 6875/5500=1,25 - I might do fine?
To the test pod batman!
--- seconds later
Yay, works! (at least with 2 randomly chosen animations)
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I am using a static lib with Leadwerks3D and BMX on OSX. It's probably possible on Windows, too.
What about iOS & Android?
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Hmm, I started to wonder how on earth this could work on mobiles too. Is networking planned only for Windows environment? Or can you somehow magically use it for mobile stuff..
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@shadmar: take your popcorn with you, there's a great thread to watch over here: http://www.leadwerks.com/werkspace/topic/5014-mobile-wtf/page__pid__44203__st__60
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I noticed similar earlier, but thought "it's just how controllers work". Would be most splendid if there's solution for this.
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to derail this topic & your side topic even more: I don't care what's fastest or most reliable... I want easiest to use! (and reliable enough for playing games) ^^
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@Flexman: Is the raknet wrapper this one: http://repeatuntil.o...knet/index.html ?
I got error:
►►►ERRORjimon.raknet was not built
Build Error: failed to compile C:/Program Files (x86)/BlitzMax/mod/jimon.mod/raknet.mod/Source/AsynchronousFileIO.cpp
EDIT: wrapper version (win only) seems to work just fine. (3.82)
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Josh, that sounds better than I could imagine. Naturally there are different type of games, so will be interesting to see what you can are cooking.
@LumoojaMetatron: heh, you sure have energy ^^ - when will you show us a demo
EDIT: Eh... I mean Metatron, I honestly didn't even realize typing that. Somehow the previous nick got stuck on my mind...
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I'm using bmax, so raknet not for me... bmax wrapper is ages old?
What about stuff like exitgames.com Photon?
Greenlight Campaign
in Programming
Posted
Ooh, this is cool. Tweeted.