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gordonramp

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Everything posted by gordonramp

  1. It's this type of elitism that caused a backlash during the LE2 saga. Not a positive approach. If this is truly what you think Josh then why have scripting at all? LE3 could have been the ultimate Game Engine for the serious C++ programmer.
  2. I'm wondering if the Editor can export maps. ie. can it be used like 3DWS to export to .fbx and the like? Also if owners of LE2 are to get a cost reduction, will owners of 3DWS also?
  3. gordonramp

    It's Friday

    Hardly but let's hope it can get a fix on the Character Controller.
  4. gordonramp

    One Last Thing

    Doesn't worry me if there is no explosion code built into the Engine because I don't make explosion type games. If a Particle Emitter is part of the Engine then surely it is up to the Coder to create explosions via script or someone could sell scripted Assets of explosions.
  5. Someone give that girl a hair clip. I like this Game. The graphics style is well done. A sort of pencilled in effect with outlines. Sound will be interesting. I'm not sure it needs weapons. Maybe a hair brush. How about an option to just wander, no battles.
  6. Pre Orders for the Oculus Rift are now being accepted... http://www.oculusvr.com/preorder/ Delivery April. Latest info...http://www.3dfocus.co.uk/3d-news-2/3d-gaming/oculus-rift-sells-over-7500-kits-and-gets-improved-spec/11290
  7. Looking forward to trying The Oculus Rift.
  8. Hi Roland, Yes but any inspiring World Builder could achieve this in most Engines with quality Assets and careful placement. The ultimate would be to achieve 'highly detailed Infinite Terrains'. This may be possible. Procedural Generation, Occlusion Culling, Terrain stitching, Lods and streaming and deletion of objects could all add up to Infinite Game Worlds if it was organised well. I think that the Quality or usability of a Terrain tool in a 3D Engine is the determining factor of the success of the Engine, Games these days are becoming more and more expansive and the comments I see about Game environments usually refer to 'detail' and 'size'.
  9. sandan, On the other hand.. A Large company like Activision Publishing just made a profit of $1billion in the first five days after releasing 'Call of Duty, Modern Warfare3'.
  10. Hmm, can people other than the originators of an idea, pick it up and develop it efficiently? The aeroplane has been developed to where it is now by hundreds or thousands of people. So too the car and the PC. I think it's true that each of us has a completely unique point of view but we are only one of at least a hundred Monkeys who are contributing to major new ideas. I'm pretty sure that they correspond to mass shifts in consciousness. Like a veil is lifted and we all have the opportunity to peak with a fresh perspective and some (like yourself) take up the challenge to make use of it.
  11. What about the 'Many hands make light work' scenario. I can't help but think that some individuals are most productive working alone while others are team players.
  12. Getting ideas into 3D is getting easier because of programs like FPSC.The only reason I don't use them is because of the quality of the finished product they produce. They don't have enough features but are going in the right direction. Maybe LE3 will improve on this and bring people a Game Creation Environment which can be used to create high quality Games and Programs via the imagination without getting bogged down in 'how do I code it' side of things. In my opinion, not enough time is spent thinking about Game Structure. People jump into making a Game before thinking it through sufficiently. Honestly, it can take years just to develop a good idea to the point where it can be materialised into some sort of usable form. People are in such a hurry to 'get it out' when they haven't really got it sorted within. The results are a formula.. As within, so without.
  13. gordonramp

    Three's a Crowd

    Nice Josh, as was said there needs to be a way to adjust it. Also while talking about built in features. Have you given any consideration to a built in 'Game Save' feature. Saving Game data and reloading it is a major hurdle for Game builders to get working.
  14. Metatron, I see your point. But for promotional purposes I think 'Leadwerks3D' tells more to the prospective User in a sea of www information. I'm sure that inhouse it would be shortened, the prerogative of the Developer. Perhaps a long version..'Leadwerks3D GameEngine'
  15. Leadwerks3D is identifiable. I'm with Leadwerks3D. B)
  16. Cassius, The reason LE2 is cheap compared to Unity pro is because it has only a fraction of the features.
  17. Will there be an Example or Demo Game Game with LE3 and will it include an 'Options Menu"?
  18. Hi, Does the FlowGraph system for LE3 include Gui implementation and if not, will there be a Gui system included? Will LE3 publish programs with a customisable Program Launcher with settings for Resolution, Video Quality and Input settings?
  19. I'm glad to hear Josh say this. Back in Leadwerks 1 he asked people what they wanted in the Leadwerks Engine and I put in a list of requirements. The response was.. 'You want me to make the game for you'. Now it is painfully clear that I'm not the only One to need those features to make the system usable. As I replied then. 'No I don't want you to make the game for me, just create a quality tool whereby the making of the game is an intuitive, imaginative experience which allows me to get my ideas into 3D easily'. I'm watching and hoping that Leadwerks 3 will have what I require, in the meantime I've had to prototype my current project in Unity, not because I want to leave my good friends here but because it's just plain easier and I have to say that since I made the move, progress has shot ahead 50fold. As I've said in other posts, (one which was deleted), the end result graphics in the Leadwerks Engine are superior but for ease of use an Engine like Unity is streets ahead. p.s. I actually find scripting with Leadwerk's Lua suits me more than Unity's Javascript.
  20. Previous projects have merged and morphed into an 'as yet to be revealed' game of significant Indie importance.
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