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Posts posted by HeadClot88

  1. I think it's too soon to say that. Vulkan is probably two years away from being usable, and no clear demand has been established for mobile support. But this is a step in the right direction for computer graphics.


    They are using mantle courtesy of AMD so they have a big leg up this time round. Opposed to writing it from scratch.


    It may be sooner than 2 years to be honest as Brad Wardel at Stardock has been tweeting about DX12 and Vulkan like no ones business and how awesome it is.


    EDIT: Initial specs and Implementations expected later this year :)

  2. Perhaps not this iteration, but I am pretty certain mobile and PC graphics will merge in the future.


    They already kinda have - Nvidia has two Systems on a Chip both come in 32 bit and 64 bit variants.


    Tegra K1 and the tegra X1 both can run Opengl and DirectX if I recall correctly smile.png

  3. http://schedule.gdconf.com/session/glnext-the-future-of-high-performance-graphics-presented-by-valve


    Join us for the unveiling of Khronos' glNext initiative, the upcoming cross-platform graphics API designed for modern programming techniques and processors. glNext will be the singular choice for developers who demand peak performance in their applications. We will present a technical breakdown of the API, advanced techniques and live demos of real-world applications running on glNext drivers and hardware.


    Josh may be interested in this. biggrin.png


    HeadClot88 :

    Why not beginning a game, picking up ideas, doing some designs , and beginning a game in LE3 ?

    Asking LE3 to support last toys that appear suddenly, won't make a game for you wink.png


    Fair point - Currently working on something at the moment just need a programmer for the world gen stuff and tools that I have planned. Like I said before I am an Artist that has little knowledge of code. Just need some help :)

  5. I think it's a little early to say the least. Sounds like Hololens prototype is fairly bulky and nothing like their video atm. That said, if they can get it to their promotion video then I will be buying one right away because that looks sweet!


    Hey Rick - Lets just hope that Milo from the Kinect promos does not come back...




    Also agreed to early to say :)

  6. So people I am taking to are saying that Hololens and CastAR. Could very well be the next App store.


    I am curious though will leadwerks support these devices?



    Microsoft Hololens - LINK


    I know that Cast AR plans to distribute a C++ SDK for their hardware.

    Not sure about hololens other than they will be showing more off at the build conference.


    Will leadwerks support this?

  7. Out of curiousity, I went through the XBox developer application process. Three weeks later, I got back a canned response:



    So yeah, if it's this hard for me, there's no way XBox is going to be an option for someone who just wants to play their own game on their console, and the whole "we love indies" thing is total BS.


    Hey Josh -


    I would re apply and here is why - Every Xbox Retail Console is a dev kit. They have yet to activate this feature but from what I understand they will do so very soon for Indie Devs. It will be primarily be for Indie devs.


    EuroGamer - Every retail Xbox Console is a dev kit.


    They are also updating policies to be more inline with their competition (Nintendo and Sony)


    That said - You are probably better off contacting Nintendo or Sony to get onto their systems for the moment.


    Also do you intend on supporting Microsoft hololens? I know that it was announced just a few days ago. But from the looks of it. It could be the next App store so to speak.

  8. While art assets are always nice to have, I'm assuming this poll is trying to judge where Leadwerks devs should focus more attention. The DLC, such as the FPS and Zombie packs, are nice, but anyone using them is going to have a game that looks like everyone else's using those packs.


    For me, having ready-to-use code is much more valuable. I find that having scripts for things like doors, the visual flowgraph, and built-in navmesh pathfinding are what sets Leadwerks apart. Having out-of-the-box functionality with no or very little programming is why people would choose Leadwerks over other engines. Seeing things like the vehicle prototype is a lot more exciting to me than a new art pack. I find the Steam Workshop to be a better asset for art. Facilitating other people creating props and textures is a great thing.


    I think that the devs' focus should be on creating an easy to use engine with lots of functionality that non-programmers can utilize. Let other people create the art.


    I would be willing to make art for people. I have the spare time and can put the effort in to do so. Just need code to make the characters move around and such :)


    EDIT: Also - Just a heads up I am not the best at making characters. Just saying...

  9. Things that I want to see are...


    - OSX Build


    - Performance


    - Some sort of editor plugin system.


    - Visual Shader Editor. Realistically we are limited to about 4 users here that can actually use the current method to its potential.


    - Improved Scene Graph as discussed in other threads


    - Substance Designer integration.


    - GUI Editor.


    I like this list.


    We need the ability to make large worlds in one shape or form.


    I have posted about that here. also multiplayer is another big one that I would like to see.

  10. Hey,

    Just a suggestion for Josh and the folks behind Leadwerks 3.

    Give us the ability to make large and seamless open worlds in Leadwerks.


    Here is what I am talking about -


    Basically I want to have a very large game world that is not limited by either 32 or 64 bit and does not give jitter /

    when we start to go out of recommended world bounds as well as no loading screens apart from the initial Loading Screen.


    Proposal - Reset the players origin point based on where they are in the world.


    How can the leadwerks team accomplish this?


    1. A Master Level - A Level that travels with the player controller - Contains a skydome or skybox and any other necessary things that will go with the player controller everywhere. This also acts as a “Root” Level.


    2. Sub Levels - Sublevels are a way of arranging things in the Editor (See Below).


    3. An Editor for arranging levels in their proper order. (Details below)


    Has a render window that shows the world in its current state and position in the world.

    Contains Transform widgets on the X and Y axis but not the Z in the transform window for adjusting your sublevels.

    Has a list of worlds as well as a box that will allow people to add your level to the list of active sublevels.


    4. Adjustable Streaming Volumes

    When a player crosses over into a streaming volume it should:

    • De-Spawn the previous level.

    • Load the new level

    However we have one more requirement which is:

    • Reset the player(s) origin to 0,0,0 so this needs to be taken into consideration.
    • If the player(s) are doing certain activities such as flying, swimming below water or similar the Z Axis should not be reset so this should be exposed via the API.

    Like any volume within leadwerks it should be adjustable.


    How would we design our worlds if this were to be implemented?

    Same way as before - However you will want to design them in an open fashion.

    Design your world in chucks basically - Similar to this.


    Here are some reading material on the matter -

    Scott Bilas - The Continuous World of Dungeon Siege

    Gamasutra - Dungeon Siege postmortem

    Unreal Engine 4 - World Composition User Guide

  11. I really doubt Android is coming back. It was dropped 6 months ago.


    I really want to see Android and IOS see a comeback for Leadwerks. It is really the only thing holding me back from picking up a few more copies of LE3 for a few people.


    Anyway - Here is why I bring that Up.

    1. There is money to be made in the mobile app markets how much? 25 Billion according to this

    2. Quality games on Mobile Sell allot!

    3. I want to target mobile initially because almost every game on the appstore/Playstore SUCKS! They are either pay 2 win games, Ad Driven, etc. I think I can do better by treating my customers with respect and dignity.

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