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Blog Comments posted by AggrorJorn
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Looking forward to seeing more blogs of you Rastar. I am working on terrain procedural terrain generation (both planair as voxel) and infinite terrain as well.
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Leadwerks Adds Native Support for Steamworks SDK, Steam Controller
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
That is pretty sweet Josh. Now all we have to do is make the game.
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Leadwerks 3.1 Pre-orders Now Available, Indie Edition coming to Steam January 6th
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Way to go Josh. Right on time before christmas.
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I am not that excited about it yet to be honest. But then again it is good to have Leadwerks support for it. I am sure this will kick of.
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That looks pretty good.
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Thanks for the reply. I know C# has the auto serialization based on public variables, but I don't think C++ does this the same way or even at all.
I use TinyXML when using XML.
http://www.grinninglizard.com/tinyxml/
But I am about to switch to JSon since I want to send over a lot of data to a server.
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Nice blog. Can you explain the Serialize point a little more? How do you handle this. Does every object that needs saving have an interface to a Serialize function?
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The One Thousand Backer Challenge
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Reminds me of Dear esther.
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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.
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.
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@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.
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Virtual Texture Terrain
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
@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.
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Virtual Texture Terrain
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Awesome work Josh! Very interesting article to read. So great to see these developments.
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Refining Smooth Lightmaps
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
nice nice
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Leadwerks Seeks to put Game Development on Linux
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Good news for Linux users. 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$) do I also get 3.1 for Windows and Mac?
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Leadwerks for Linux
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
3) Any timeline on completion date?
...running on Linux, Mac, and Windows, with an estimated release date before Christmas.
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Leadwerks for Linux
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Good news for Linux users. I have never used it but I am sure I would make my game suited for linux when the possibility is there.
When you look at the humble bundle donations, linux has always to highest amount of donation average per donation. So my guess is that the linux community would be happy to support this.
How about the pricing?
If you have Leadwerks 3.0 (windows & mac), what do you pay for 3.1?
If you are a BACKER for Linux (100$) do I also get 3.1 for Windows and Mac?
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Ha! Yeah I wish I had their GUI library and ingame console. It works really nice. But I am getting closer.
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I am not using any library. I just draw rectangles and print text on it. I do had to create my own GetChar function since the LE3 api does not have that. I can share it if you want.
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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
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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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I am still looking forward to some sort of blood splatter shaders like they demonstrated with Overgrowth:
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When I uploaded it, I included every asset that I could find . That includes max files, fbx, obj etc. Perhaps it is not entirely complete. I will check it out as well.
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sweet initiative Rick. You can count me in for scripting. I think this approach is so much better than the previous one: one guy telling us what to do without having all kinds of debates, brain storms, polls etc. Also a reasonable team is much more suitable here.
All source code and assets are in the assets store under the game section. http://www.leadwerks...-source-assets/
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Leadwerks on Steam
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Oh how awesome is that. Especially the integration with Workshop holds so many benefits.
Large-scale terrain algorithms
in Rendering puzzles
A blog by Rastar in General
Posted
So is your terrain height purely set by shaders? I use the diamond square algorithm myself, but that does not use a shader.