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niv3k

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Everything posted by niv3k

  1. looks good. love the lighting of the spell.
  2. niv3k

    A Red-Letter Day

    there is no difference between Windows 8 and Windows 7 except for the fancy start menu....
  3. cool. don't make a bf3 lens flare...or at least don't have it take up half the screen like they made theirs to. makes games annoying to play.
  4. i don't know why i read all of this but with my own testing with Leadwerks on an i5 processor (not sure what model) but it ran horribly, around 20fps. intel = joke when it comes to graphics...if you plan doing any game development on a CPU, i'd go the APU route and buy one of AMD's apu's that actually have graphic chips within them. Been hearing good reviews about them. I'll test it out one day whenever the money comes flowing in from winning the lottery(dream).
  5. Assassin's Creed aims more at climbing than actual parkour/wall running. Brink was trying to implement this into the game, but did a terrible job. in Mirror's Edge's tutorial it expresses running against a wooden wall by using W to run, then SPACE to jump against the wall, then SPACE to jump off if you wanted. This is simple. as for this is really all I wanna achieve. nothing crazy extreme. For my goal is to give the user a friendly environment with easy controls.
  6. i was just giving an example.
  7. number of seconds. kinda reminds me of skyrim's SHOUT key. click it, does a weak shout, hold it for 3 seconds, a slightly stronger shout, and then hold it down for a 6 seconds and boom, big shout. that's what i'm picturing here. your complexity seems irrelevant.
  8. what you dont see is that is just one level. Succession = series. Which in my case, series of the same level with different AI. simple to realistic. that's where most of my time is gonna be spent programming. not a bunch of levels consisting of puzzles and etc. that's why i stated up top like portal but a lot more simpler. and also my "wall running" isn't gonna be as sophisticated as Mirror's Edge. I don't wanna be that complicated. for the future of my games are meant to be simple, fluent, and so that the user can enjoy without figuring out 20 million different key configurations to do things that can be done easier, by one key or two.
  9. exactly. thats why i'm taking 2 years hopefully to develop such complex mechanics. and you may ask why 2 years...well i got school full time and then will have to get a job eventually. so i wont be working on this 24/7 as i wished.
  10. yeah well its not exactly like portal haha but the map kinda reminds me of it with one objective...get to the door. you'll see when i got something to show. this is a foundation to what i'm aiming for in my future of games.
  11. What I meant by the 2nd sentence was using cover, wall running, or sneaking up walls and over obstacles to kill an AI to move on to the next level. Aiming for something mixed between Mirrors Edge, Splinter Cell, and Future Soldier, but with a more smooth & fluent interaction.
  12. Going to start programming a game that's kinda like portal but a lot more simple. Aiming toward a fluent character interaction within a environment to perform limitless outcomes to situations. here's my first logo concept.
  13. I wasn't talking about the horizon.
  14. okay...well i've been messing around with this shader and for some reason it doesnt allow it to work on everything like a few feet away...and then there is a stupid line that basically i'm guessing is the distance of how far the shader works...so anyone know how to make it fill up the whole screen...? // Variables to play with float fNormalStrengthDivider = 8.0; // The higher the value the less obvious are the normal features int iNormalIterations = 12; // Set this to 4, 6 or 12, higher means higher quality and less performance float fDepthTolerance = 1.0; // Scan radius for outlines -> higher value, thicker lines (very sensitive) float fNormalTolerance = 1.0; // Scan radius for normals -> higher value, less small features (very sensitive) // Don't change these float fEdgeDepth = 0.0; float fEdgeNormal = 0.0; int iNormalIterationsInternal = 12 / iNormalIterations; // Calculate the depth difference between the current pixel and 4 surrounding ones. // You can adjust the radius with fDepthTolerance. Higher value means thicker lines. (Tested between 0.5 and 3.0) float fCurrent = DepthToZPosition(texture2D(texture1, texcoord).x); float fRight = DepthToZPosition(texture2D(texture1, texcoord + vec2(pixelsize.x * fDepthTolerance, 0.0)).x); float fAbove = DepthToZPosition(texture2D(texture1, texcoord + vec2(0.0, -pixelsize.y * fDepthTolerance)).x); float fLeft = DepthToZPosition(texture2D(texture1, texcoord + vec2(-pixelsize.x * fDepthTolerance, 0.0)).x); float fBelow = DepthToZPosition(texture2D(texture1, texcoord + vec2(0.0, pixelsize.y * fDepthTolerance)).x); float fDDX = abs((fRight - fCurrent) - (fCurrent - fLeft)); float fDDY = abs((fAbove - fCurrent) - (fCurrent - fBelow)); if(fCurrent<=0.5){ fEdgeDepth = clamp((fDDX + fDDY - 0.001) * 10.0, 0.0, 1.0); } else if(fCurrent>0.5 && fCurrent<=5.0){ fEdgeDepth = clamp((fDDX + fDDY - 0.02) * 10.0, 0.0, 1.0); } else if(fCurrent>5.0 && fCurrent<=9.0){ fEdgeDepth = clamp((fDDX + fDDY - 5.0) * 10.0, 0.0, 1.0); } else if(fCurrent>12 && fCurrent<=15.0){ fEdgeDepth = clamp((fDDX + fDDY - 7.0) * 10.0, 0.0, 1.0); } else if(fCurrent>25 && fCurrent<=28.0){ fEdgeDepth = clamp((fDDX + fDDY - 12.0) * 10.0, 0.0, 1.0); } else { fEdgeDepth = clamp((fDDX + fDDY - 20.0) * 10.0, 0.0, 1.0); } outputcolor -= vec4(fEdgeDepth, fEdgeDepth, fEdgeDepth, fEdgeDepth); vec2 av2PoissonPoint[12]; av2PoissonPoint[0] = vec2(-0.326212, -0.40581); av2PoissonPoint[1] = vec2(-0.840144, -0.07358); av2PoissonPoint[2] = vec2(-0.695914, 0.457137); av2PoissonPoint[3] = vec2(-0.203345, 0.620716); av2PoissonPoint[4] = vec2( 0.96234, -0.194983); av2PoissonPoint[5] = vec2( 0.473434, -0.480026); av2PoissonPoint[6] = vec2( 0.519456, 0.767022); av2PoissonPoint[7] = vec2( 0.185461, -0.893124); av2PoissonPoint[8] = vec2( 0.507431, 0.064425); av2PoissonPoint[9] = vec2( 0.89642, 0.412458); av2PoissonPoint[10] = vec2(-0.32194, -0.932615); av2PoissonPoint[11] = vec2(-0.791559, -0.59771); // Calculate the "dirt", that means color all areas with normals that point towards the camera. fCurrent = dot(vec3(0.0, 0.0, 1.0), (texture2D(texture2, texcoord).xyz * 2.0) - 1.0); fRight = dot(vec3(0.0, 0.0, 1.0), (texture2D(texture2, texcoord + vec2(pixelsize.x * fNormalTolerance, 0.0)).xyz * 2.0) - 1.0); fAbove = dot(vec3(0.0, 0.0, 1.0), (texture2D(texture2, texcoord + vec2(0.0, -pixelsize.y * fNormalTolerance)).xyz * 2.0) - 1.0); fLeft = dot(vec3(0.0, 0.0, 1.0), (texture2D(texture2, texcoord + vec2(-pixelsize.x * fNormalTolerance, 0.0)).xyz * 2.0) - 1.0); fBelow = dot(vec3(0.0, 0.0, 1.0), (texture2D(texture2, texcoord + vec2(0.0, pixelsize.y * fNormalTolerance)).xyz * 2.0) - 1.0); float fNDX = abs ((fRight - fCurrent) - (fCurrent - fLeft)); float fNDY = abs ((fAbove - fCurrent) - (fCurrent - fBelow)); fEdgeNormal = clamp((fNDX + fNDY - 0.01) * 10.0, 0.0, 1.0); for (int i = 0; i < 12; i += iNormalIterationsInternal) { vec2 v2Offset = (pixelsize * av2PoissonPoint[i] * fNormalTolerance); fCurrent = dot(vec3(0.0, 0.0, 1.0), (texture2D(texture2, texcoord + v2Offset).xyz * 2.0) - 1.0); fRight = dot(vec3(0.0, 0.0, 1.0), (texture2D(texture2, texcoord + v2Offset+ vec2(pixelsize.x * fNormalTolerance, 0.0)).xyz * 2.0) - 1.0); fAbove = dot(vec3(0.0, 0.0, 1.0), (texture2D(texture2, texcoord + v2Offset+ vec2(0.0, -pixelsize.y * fNormalTolerance)).xyz * 2.0) - 1.0); fLeft = dot(vec3(0.0, 0.0, 1.0), (texture2D(texture2, texcoord + v2Offset+ vec2(-pixelsize.x * fNormalTolerance, 0.0)).xyz * 2.0) - 1.0); fBelow = dot(vec3(0.0, 0.0, 1.0), (texture2D(texture2, texcoord + v2Offset+ vec2(0.0, pixelsize.y * fNormalTolerance)).xyz * 2.0) - 1.0); fNDX = abs((fRight - fCurrent) - (fCurrent - fLeft)); fNDY = abs((fAbove - fCurrent) - (fCurrent - fBelow)); fEdgeNormal += clamp((fNDX + fNDY - 0.01) * 10.0, 0.0, 1.0); } fEdgeNormal = clamp(fEdgeNormal / (1 + iNormalIterationsInternal), 0.0, 1.0); fEdgeNormal /= fNormalStrengthDivider; fEdgeNormal *= (1.0 - pixelbrightness); outputcolor -= vec4(fEdgeNormal, fEdgeNormal, fEdgeNormal, fEdgeNormal);
  15. i guess go with bullet since this engine is going cross-platform so much for helping the pc gaming community..
  16. Have you given Euphoria a thought?
  17. have you already changed the name legally? cause Leadwerks Corporation sounded more BA than Software.... Also if you wanna make an engine, you should come up with a new name for it...or unless the company name can fit in with the engine name..like idTECH (id Software) or CRYengine (Crytek). Epic games created the Unreal Engine... not Epic Engine or something stupid. They decided to make it sound better. Like Techland coming out with an engine called Chrome Engine. Companies tend to use their game engine name with their game products. Like CryEngine made far CRY or CRYsis...Unreal Engine made Unreal, Unreal Tournament, Unreal 2, Unreal Tournament 2003, 2004, UT3. or Techland with Chrome Engine releasing a game called Chrome. I just think LEADWERKS should stay with corporation even if its like a one man company...lol the engine should be abbreviated as LE3, like it has been. cause the E can go for both ENGINE or EDITOR. and its looks fresh. not L3D...that just seems like Left three dead or something stupid...haha Leadwerks Corporation FTW Leadwerks Engine 3 FTW the only way you wont be able to market this engine is if you use the name with a car. then you would fail at marketing games or your game engine. always use some graphic photo or a screen shot from the engine to market.
  18. well you could always just choose an in between price compared to your High and Low. seems simple to me. ha
  19. it shows how each system looks with the engine. and its better to have two monitors than one full with windows/views.
  20. i wanna see leadwerks 3 games sold world wide.
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