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Game Producer

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Everything posted by Game Producer

  1. huh, 5 pages of comments and arguments about expectations, graphics engine definitions, making games.... ...and all I did was to ask "when it's going to be released"
  2. During summer? This year? Next year?
  3. LE prefix is just ok, nothing to worry there
  4. Game Producer

    Over the Hump

    Great that you got somebody to help with web design. Good call. Good that you put eye on documentation too, it's important. I like the book formats. Looking good
  5. Also, I think asking forum chaps to provide short game demos featuring some functionality might go a long way. I'm pretty certain there's folks here who would be interested in adding short example code in the side of the LE3D.
  6. I guess this boils down to defining "simple one". I never needed one when working with LE2. Tech demo + tutorials would be more than sufficient. I do understand want for doing complete game, but it will delay the LE3D product launch (by definition: if you work on game, you are not working on the engine) Not going to argue about this one, but would really hope to see this re-considered... if "simple" means bit like tech demo with documented examples, that sounds relatively ok...
  7. Was skimming it... your EN is good good luck with this.
  8. I watched video. Saw some floating chap, and tiny font in editor. Sorry, cannot help
  9. Will Santa bring me LE3D this xmas?
  10. I'd very much would not wanna see finished game demo with the shipped product if this delays shipping (and to my understanding, it will) 2 months after release, with some major bug fixes done... then I applaud the idea of shipping a game demo with the engine 8) But to answer to your question, 3 or 4.
  11. I'd perhaps try something like grid based system where entities would be hidden when they are in certain area (hideEntity stuff is not taken into lod consideration, to my understanding - I might be wrong though), and shown again when player approaches to nearby grid
  12. Ah, of course. Do'h. Okay, so to my understanding your code does this: - adds 4 vertices - adds 2 triangles ("attached/based on vertices") - then does some magic placing vertices, which together help form a quad - all these are inside 1 mesh And basically, I could "just" add more vertices, triangles and move them around... to get meh quad done. And then after I have my mesh, I can paint it. And... hmm, what about physics. Is there tool for creating mesh physics via leadwerks, so that I get collisions? (in case the mesh is self-built) Of course... there's still stuff like adding layers so that I can have my "sand" portion and "grass" portion using different materials, but that's something to worry later.
  13. Thanks guys. This looks most interesting. Any chance for sneak peak on those 40 lines of code This won't do, as I'd really prefer that the terrain is created in the beginning of the game... and thus would make it possible to have new map every time you start the game. Ahh, yeh, of course. Okay, I know quads Although, won't those get darn slow... just think of it, you'd have quite bunch of quads to render? P.S. Luv your goggles. Thanks.... although I want an island rather than planet surface this might have some use anyway.
  14. ok, cool. I don't need endless terrain, as I'm into creating an isle. I wonder how easy it would be to paint/texture the terrain properly - taken into account that sand should be near sea level, grass somewhere etc. Any code samples or links to resources about these quads/perlin noise? I'm very unfamiliar with these topics
  15. forum search didn't find me info on this matter, so I'm asking here. Will LE3D give some handy tools/options for generating random terrain? Is there such tool available for LE2 already. And if not... any insight on this matter on how this could be achieved?
  16. Ok. There goes my fancy caching tool then xD Roger that. Good to know, this is excellent addition and will help creater much lower file size (earlier I had to create several copies of my 10 meg humongous character file) You instanced your reply, I see it duplicated!
  17. I tried mesh=LoadMesh and then 40x copyEntity(mesh), but the FPS numbers are the same if I just use 40x mesh=LoadMesh My gfx card has instancing supported. Does it work with animated/material-painted meshes? Leadwerks Engine 2.5 Initializing Renderer... OpenGL Version: 4.1.0 GLSL Version: 4.10 NVIDIA via Cg compiler Render device: GeForce GTS 450/PCI/SSE2 Vendor: NVIDIA Corporation DrawBuffers2 supported: 1 32 texture units supported. GPU instancing supported: 1 Max batch size: 64 Shader model 4.0 supported: 1 Conditional render supported: 0
  18. I bought Ultimate Unwrap 3D Pro 3.x, and now have couple of questions: 1) First, how can I scale the model? My FPS creator model is superbig. I can scale in the game, but would like to know how to do it in modeling prog 2)A Currently my model .X file has one animation... with 3340 frames , FPS creator folks are not known for writing list of animations... so, any good ideas/practises on how to get list of frames for certain animations for this chap (model pack is Zombie Apocalypse btw: http://www.thegamecreators.com/?m=view_product&id=2241 ). 2B) Is there way to play just one frame in UU3D? (Or should I use Milkshape to check animations?) Thanks in advance
  19. Was testing this: http://www.leadwerks.com/werkspace/page/Documentation/le2/_/tutorials/character-controllers-r473 but I don't know where scene.gmf is... any help? Wasn't in the zip package provided with the controller example.
  20. Wow. This is so cool. Any chance to get to see latest code? Would be most appreciated
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