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Game Producer

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Posts posted by Game Producer

  1. 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... :)

  2. @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 tongue.png

     

    ...but where's that blog post explaining more? ph34r.png

  3. 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.

    • Upvote 2
  4. 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.

  5. 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

  6. 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?

  7. 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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