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Flexman

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About Flexman

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  • Birthday 02/06/1969

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    Leeds, UK

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  1. Flexman

    VR Sensors, controller and display

    Cheers Jen, that makes sense. I'll try and be clear about why I asked the original question. Expected behaviour; With VR enabled, given a simple a scene when I tilt my head in different axis I expect to see the scene shift accordingly. Observed behaviour: Scene elements like a skybox and terrain appear to parallax against foreground objects causing nausea. Mostly when looking up and down. I initially put this down to improper distortion. It's not something I've experienced when replicating the scene in another engine. What I tried: After adding trees to the scene, the observed height of a tree (apparent image height as seen within the headset) appears to change when looking up and down. Thoughts/suggestions?
  2. Flexman

    VR Sensors, controller and display

    Rift. If you say it's implemented then it's possible I must be bypassing it. Using C++ only and a bare map, terrain, a cockpit model and a directional light. No post processing filters or anything. If those are required I'll give it another go, but I didn't read anything that suggested otherwise. Screenshot of mirror display attached. int main(const int argc,const char *argv[]) { Leadwerks::Window* window = Leadwerks::Window::Create("VR Test", 0, 0, 1024, 768, Window::Titlebar); Context* context = Context::Create(window); World* world = World::Create(); Camera* camera = Camera::Create(); VR::Enable(); Map::Load("Maps/start.map"); ... ... }
  3. Flexman

    VR Sensors, controller and display

    Barrel Distortion needs to be done before VR is usable out of the box. Was fun to play with though.
  4. When enabling VR mode (using Rift) the Sensors are displayed. How can we override this so these objects are hidden? And a C++ or LUA question, can we copy the VR buffer to a desktop window?
  5. Flexman

    Vegetation Research - Pt 2

    Coverage masks for vegetation are exported directly out of GROME and easily generated in World Machine. So that's a big thumbs up from me.
  6. Flexman

    Vegetation

    Coverage masks like you describe are used some editors and engines. You can import and export vegetation layers as coverage masks in GROME. If you use World Machine you can export generated coverage masks for other engines to render clutter/trees over those areas. The largest data-set I played with was a monstrous 60Gb, many mask layers per terrain tile. It was very detailed but not practical due to the storage requirements. But you can choose to use as much or as little as you like, specify the resolution of the mask, use different channels for different layers.
  7. Flexman

    Vegetation Research - Pt 2

    If I might make a couple of suggestions based on things I would have liked to have had; Support for serializing and deserializing vegetation data so it can be loaded/streamed when working with tiles or tiled terrain. And the implementation of world modifiers; primitives such as spheres that add an offset to vegetation, simulating movement though tall grass, or localized wind movement (such as a large fan). Seems to me you can use this for clouds and general ground clutter. Clutter doesn't need to interact, just be there to present visual noise; e.g leaves, small rocks.
  8. Flexman

    Combat Helo - Gunnery

    With Combat Helo : Gunnery you control of the most realistic simulation of the AH-64D attack helicopter to date. A retro-take on classic PC combat simulations from the 1990s, learn to pilot the most advanced attack helicopter featuring detailed avionics and authentic weapons across a typical live-fire gunnery range. Earn your wings, blow stuff up and run the low level challengies. Combat Helo features a full 3D cockpit (TrackIR head-tracking support), realistic avionics and dual seat operation. Our helicopters include an advanced flight-model using advanced blade theory with stability options for casual pilots. A full PC HOTAS (hands on throttle and stick) is strongly recommended for play. Future expansions will include new world locations, avionic updates, mission packs, more challenging enemies and co-operative multiplayer. View full game
  9. Flexman

    Atlas Texturing, Draw Calls, and Performance

    The artist can create a number of 3D props that use the same material, placing the textures from all the props on one texture. If they map the texture coords appropriately then it's a fairly trivial optimization. Since props using the same material get batched together it will save on internal material switching. Reducing draw calls in Unity is a quick and easy level optimization, especially for mobile devices. In for desktops I'm not sure it's such a great return on effort if you're only talking about a few instances. But in principle (and in practice) it works.
  10. Flexman

    Is there a way to make Pick() faster?

    Curious; what AABB test(s) does CameraPick do first?
  11. Flexman

    Text in 2.5

    Use ModelViewer.exe and drill down through the model tree-control on the left until you find the bone you want (or not if they are missing). At least you can confirm what is in the model and identify any export issues you may (or may not) have.
  12. Flexman

    Combat Helo - Gunnery

    With Combat Helo : Gunnery you control of the most realistic simulation of the AH-64D attack helicopter to date. A retro-take on classic PC combat simulations from the 1990s, learn to pilot the most advanced attack helicopter featuring detailed avionics and authentic weapons across a typical live-fire gunnery range. Earn your wings, blow stuff up and run the low level challengies. Combat Helo features a full 3D cockpit (TrackIR head-tracking support), realistic avionics and dual seat operation. Our helicopters include an advanced flight-model using advanced blade theory with stability options for casual pilots. A full PC HOTAS (hands on throttle and stick) is strongly recommended for play. Future expansions will include new world locations, avionic updates, mission packs, more challenging enemies and co-operative multiplayer.
  13. Flexman

    Marketing begins before you write a line of code

    I would say testing begins before you write any code. We've got a fairly good size community for CombatHelo but still very much under the radar. Getting some popular YouTubers on board by giving them access to builds can kick up a lot of interest. You have to time it right though. We're going through all this pain right now. Polishing working builds prior to sending out to selective gamers and Greenlight. Scares the **** out of me once it's out there, it's no longer in my control. Not everyone cares about art, but a lot do. You can publish non-structured games now, they seem to have been adopted as a kind of game in their own right.
  14. I just read the pinned post about Intel/ATI graphics GPUs, we recently came across this in the wild when testing our game. I want to know if there's some method with Leadwerks engine to enumerate and specify a graphics device before initialization? Some of us have multiple displays that want to run in true full-screen without having to use a borderless/full screen window which is a performance sink.
  15. Flexman

    Usefull tool for visual studio

    Is it compatible with Re-Sharper?
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