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gamecreator

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About gamecreator

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  1. gamecreator

    Current Work

    I PM-ed you the link and we can discuss it there if you have any questions to not keep this blog post derailed.
  2. gamecreator

    Current Work

    What would a road tracer do? I built a tool once and released the source for software that bent a road to terrain.
  3. gamecreator

    Current Work

    No prob, I understand. Relax, enjoy the long, holiday weekend. Treat yourself to something maybe even better than tea and decompress.
  4. gamecreator

    Current Work

    So, I hate to be that guy but... I don't suppose this is a good time to get back to that final update on Leadwerks 4? It's been over a year since the last update and you promised some fixes from even further back, including vehicles and the buggy character controllers.
  5. Tested and it seems to work! I created a box (door) with a bone skinned to it and moved it around and exported it as an animated FBX. Then I created another box (doorcol) with just the collision mesh as another exported FBX. I then parented doorcol to door in a scene and then saved the whole thing as a prefab. Then I used the following code to load and animate the prefab: #include "Leadwerks.h" using namespace Leadwerks; Entity* entity = NULL; int main(int argc, const char *argv[]) { Leadwerks::Window* window = Leadwerks::Window::Create(); Context* context = Context::Create(window); World* world = World::Create(); Camera* camera = Camera::Create(); camera->Turn(0, 15, 0); camera->Move(-1, 1, -4); camera->SetDebugPhysicsMode(true); // Set camera to see physics shapes Light* light = DirectionalLight::Create(); light->SetRotation(35, 35, 0); // Make a sphere Model* sphere = NULL; sphere = Model::Sphere(); sphere->SetColor(1.0, 0.0, 0.0); sphere->SetPosition(0, -1, 0); Entity *model = Prefab::Load("Prefabs/thedoor.pfb"); // Entity *model = Model::Load("Models/door/door.mdl"); // Sanity check while(true) { if(window->Closed() || window->KeyDown(Key::Escape)) return false; model->SetAnimationFrame(Leadwerks::Time::GetCurrent() / 30.0, 1, 0); Leadwerks::Time::Update(); world->Update(); world->Render(); context->Sync(); } return 0; } The result (yes, the animation is sloppy but it was just to test it; and I put the collision off to the side so it's easier to see): Thank you everyone for the help.
  6. Would this work? How would it know which bone to follow if there's more than one bone? Or imagine if there was a double door in a single mesh (each with a bone). Hmm. I guess a prefab wouldn't work either for this reason.
  7. It was mostly just curiosity about whether or not I could combine an skinned model with a collision mesh directly in a modeling program but seems not. But there are several ways to easily do this by either code or the above-mentioned methods so it's fine.
  8. Do you have a link to the tutorial page? The ones I found use code to move the doors. That said, I did think of two "workarounds" since then that I haven't tried yet: Joining the shape and the model as a prefab. I figure this should work. Using a single line in the code to parent the door and collision shape together. The point of this thread was to avoid code but it's not the worst to do this during map initialization.
  9. Feel free to delete. They seem to be back.
  10. Just curious. Maybe Josh is working on the site again but they've been gone for several days now.
  11. In other news, they're also further competing with Steam by launching a free Epic Online Services, which is independent of Epic, meaning you can use it with any engine. Says it even has analytics built in.
  12. Thankfully that's an extreme outlier: https://gamerant.com/pc-games-file-size-hd-space-biggest-huge/ But point made. It could get ridiculous, at least from our current perspective. I'm sure HD and RAM makers are drooling at the possible demand. I'd guess at some partnership between Epic and Quixel (they do have 82 results for Quixel in their store). It makes sense to control as many aspects as reasonably possible.
  13. Right, disk space and memory. Don't know how they do it/intend to do it. A random scanned scene on Sketchfab like this one is a half gig download and it's only 1.3M triangles for a single scene (not a billion, like they said in the "frame" (not the entire scene)). But I suppose if people are used to 40GB or 60GB game downloads, they probably won't mind 300GBs or more. 🤔
  14. I just watched it too. Looks amazing, of course but they never lacked for presentation. I didn't catch that they didn't use normal maps though. Does the engine generate them on the fly for the reduced-triangle models or is it just not needed somehow? I do like the thought you mentioned of games looking good even 10 years from now, being more age-resistant, and their talk of taking optimizing models/LODs out of the pipeline. That's a very powerful concept. Someone did mention in the comments about how much bigger file sizes must be to accommodate this but I don't know how that would work either.
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