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AggrorJorn

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Blog Comments posted by AggrorJorn

  1. Very nice blog entry Rick. The flowgraph connections being lost is actually a bug. It is reported and is also already confirmed by Josh to be fixed for the next update. smile.png

     

    I really liked your game. It felt like a mysterious adventure.

     

    I really like your statement on asset packing. I haven't encountered that problem yet but I agree that some sort of auto packing of the assets would be great. (Or something in that direction).

     

    As for the amount of people joining etc: I think people are interested in this tournament. The number of viewers for the topic is very high and I think more than enough people are interested in participating. For the next tournament I think we have to announce the start date a little earlier and perhaps make it a 2 week tournament. We could have themes as well.

  2. @You obviously have not read the blog correctly.

     

    1. This game is not Jenga, The idea of having a tower and removing blocks looks like it. So why you are using 'shaking hands' statement? That is not at all a factor in my game.

    2. The game is not a stress test. It is a simple game where you remove blocks from a tower. A stress test would be testing out 1000 blocks or rendering 10.00 static blocks.

    3. Who says I made this game to demonstrate problems? I have a game idea that I want to create and these are my findings.

    4. "..that you have more cofidence in". First of: So according to you I should stay away from making games that have any physics in them? Second: If you stay away from things that you are not comfortable with using, how on earth are you supposed to learn about it.

    Virtual Texture Terrain

    @yougroove: do you mean voxel?

     

    What is mostly amazing is how Josh is able to do this all by himself. I mean how many people and how long have they been experimenting with mega textures in Rage and other games? Okay the idea is out there and there are some good reads here and there, but to be able to build such a thing like it is nothing: that is really impressive.

  3. Good news for Linux users. smile.png I have never used it but I am sure I would make my game suited for linux when the possibility is there.

     

    When you look at the humble bundle donations, linux has always to highest amount of donation average per donation. So my guess is that the linux community would be happy to support this.

     

    Question about pricing?

    If you have Leadwerks 3.0 (windows & mac), what do you pay for 3.1?

    If you are a BACKER for Linux (100$) do I also get 3.1 for Windows and Mac?

    Leadwerks for Linux

    Good news for Linux users. smile.png I have never used it but I am sure I would make my game suited for linux when the possibility is there.

     

    When you look at the humble bundle donations, linux has always to highest amount of donation average per donation. So my guess is that the linux community would be happy to support this.

     

    How about the pricing?

    If you have Leadwerks 3.0 (windows & mac), what do you pay for 3.1?

    If you are a BACKER for Linux (100$) do I also get 3.1 for Windows and Mac?

  4. I use SFML packages to support multiple arguments. I first used void pointers, but I like this a lot better. It works really simple:

    packet << floatValue1
    packet << stringValue
    packet << someInteger
    packet >> Vec3Leadwerks
    
    //Later when you read it again
    packet >> var1 // float
    packet >> var2 // string
    packet >> var3 // int
    packet >> var4 // Vec3
    

  5. SVN, git, mercurial. All is welcome. I use Git the most (With GIT extensions) followed by mercurial.

    Github (open project) and bitbucket (closed project) are great websites for hosting as well.

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