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YouGroove

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    Leadwerks 3 Update Available

    I didn't understood all script changes, but i'll take a look tonight and try it.

     

    Scritp and FlowGraphs are coming back. what is recommended finally ? Use C++ or scripts/flowgraphs to make games ?

     

    Would it be not more easy to call C++ from Script attached to characters for examples ? (C++ managing collisions, AI and other stuff)

     

    Will we have small examples fo the new script system and flographs ?

     

    This is lot of changes, a lot didn't expected as script system was ok for me.

     

    That's lot of changes, but where are the new Gizmos ? Just kidding we'll wait ,and if they not appear we will create some 3DSMAX style script for them as this is a new incoming feature.

  1. Well,

     

    It seems there is some demand from industry , this is not indie field.

    I hope LE 3 to not forget 3D artists and non super programmers.

    "AI is supported out-of-the-box", it's more navigation system not AI behaviour.

     

    Let's hope LE 3 native code orientation leading it to popularity.

    Some big titles by big publishers could make it popular, more than indie games.

     

    Not only super power make the games good, this point can be seen on last AAA games, where bioshock, Minecraft, Borderlands.

    Like Crysis , super graphics are not the only stuff that counts, their last game is just a tech demo with awfull balancing gameplay , and the industry steers up with UDK instead.

     

    Even if LE3 will be somewhat faster than some others engines, be sure the others won't sleep and put optimisations also.

    LE 3 simply need some big games could it be mobile or PC, (with a big LE 3 logo dissplayed ta startup wink.png )

  2. I dream of some Car editor special for vehicules of 4 wheels.

    Somethign where you would import some car body, define physics and mass.

    Then import a wheel, position it by symmetry on right position, than tweak defaut physic values.

    Than just use some physics commands on the vehicle.

     

    I think it's for later.

  3. There are plenty of things that can be improved with Leadwerks 3. Thats a fact. I am not talking about the deferred rendering with dynamic shadows. It is really the little things that count.

     

    I'm also in same mood about that.

    But i think LE 3 going eye candy with shadows and others stuff, it's a marketing good point to attract people searching these features.

     

    Im' not C++ Fan at all. I like a lot actual way of using Lua, it's simple once you have understood some concepts (thanks to Chris for some explanation on some posts).

     

    And i have some doubts about making a full game C++, or it can be by getting all entities by names in a loop like in the old LE 2 way i didn't liked.

    For me Lua is just perfect, you create the script behaviour you nedd ,attach it and just run the level, no worry about finding entities by names or manage them, caus they are managed by the attached scripts.

  4. I have a question :

     

    self.entity:Turn(self.pitch,self.angle,0)

    4.Move the camera backwards along its local z axis.

    self.entity:Move(0,0,-self.distance)

     

    ***********

     

    The last call to entity:Move

    it is on Camera local Axis or global axis ? because in the global world axis a move on Z global wouldn't work.

    So this move is along Z is a move along the vector : Camera -> character ?

  5. Normal map is coming for BSP i read on the forums (so you'll have normal map + light map on your BSP level)

    For specular i don't know.

     

    If you need different shaders for the base level , you'll better choose models and not BSP.

     

    Another solution :

    Use Baked normal maps (normal maps transformed to gray levels)

    I seen that , even on Uncharted game.

    You won't notice the difference alot , specially in a action game.

    It depends if you target eye candy with dynamic lightening, or simple normal map look ?

  6. Have you some screenshot ? Could you lake one or two to see if it really looks so out dated please ?

     

    For PC :

     

    I would say, wait for next update, make all your level in some modeler and use only real time shadows.if you target High or good PC only.

    If you target Lap Top, lowPC , yes use BSP and wait for self shadowing.

     

    In a modeler you can go fast at level making , if you make a scene containing a library of 3D Tiles :you have just to load this scene , than copy and align 3D Tiles to make your level

  7. I'm not advertiser or fanboy of any engine.

     

    I know the price is from years, what was strange is the focus on mobile only in the mail advert and for the cheaper solution at 400$, Caus they made adverts but for engine , now they focused on mobile advert , just strange.

     

    Forget it , i think i got it that time:

    Forget 3D engines and make a game instead.

  8. Perhaps LE2 users could have some good discount on some future big evolution ?(LE 3.5 or LE 4)

     

    Yes LE 2 users won't get anything special this time.

    But perhaps it's just a real break between LE2 and LE3 and turn the page for totally new product in some sort.

  9. Great strategic position.

     

    I received some Unity advert telling me that Unity 4 basic and Android or IOS basic for 400$ is awesome deal. Are they spying LE 3 forums or blogs ? It just prooves some others indie 3D engines have leraned it and begun frightenned :)

     

    Yep LE3 Lua script system is amazing ,even if im' not good coder or bad at maths (Thanks to Crhis for all is detailled long explanations)

     

    For tutorials, well why not FPS.

    It is strategic to appeal FPS Creators users ?

    Caus i would like to see racing system in the future.

     

    I hope to see BSP smoothing for lightmaps soon ;)

  10. The level is BSP , so lot of entities,f it was some grouping function to group some entities as one mesh, frame rate could level up.

    Yes mobile needs indeed less polys, specially if the game should work on low specs for mobiles and tablet

  11. I think upgrades should cost in some range between 20%-60% of a full license.

     

    I have already spend 300$.

    If i reach 400$ or 500$ i will STOP, caus it won't make sense spendign so much with :

    Unity free and Android : 400$ (optimized engine, lot of plugins, a team behind)

    Shiva 2 : all platforms, all mobiles

     

    All i do with LE 3 actually i can do it with another engine, faster and with lot more plugins for anything, with lot more tools and options.

     

    Yes actual buyers should really be rewarded.

    I really seesome 50$ upgrade for a big version , no more, and i won't put more indeed.

    If i need to put more my choice will be Unity Android or Shiva 2 simply.

  12. Well flowgraph is awesome, but you have some things that are very comparable in Unity 3D :

    -Playmaker (some advanced visual editor)

    -Uscript

    If i go mobile and choose Unity for example, and waht visual programming , it will cost me for basic version : 400$ + 35$ (playmaker)

    And the workflow is alreday great in Unity (like Blender batch import behind the scene when you import a Blender model)

     

    So well, yes the price seems high.

    But after testing the trial, perhaps i'll go for the Basic PC version ?

  13. Another questions on LE3 :

     

    Will it be some snapping features ?

    -snapping two objects by choosing a vertex on one , a vertex on the other , and at translation would make them snapped

    -snap on the grid also, for example you made 3D tiles fitting on some squarre grid units, so you could by pressing a key make any of them to be placed prefectly on the grid.

     

    Will it be some "Object grouping function" ?

    I mean you have several static objects and instead of keeping them separatly, you could in some way make one entity and one mesh of them.

    This method will decrease the draw calls.

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