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zumwalt

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Everything posted by zumwalt

  1. Oh hey, almost forgot, I am still just a 1 man show, finally formed my LLC around November last year, so technically now I am a game studio, but literally, 1 person. Will I need to purchase the "Enterprise" version, or are you going to have a "Small Studio" license? I switch between like 4 computers doing work at any given time, 2 PC desktops, 1 Mac Laptop and 1 Mac Desktop, they are all me though, so I would need to install this on every one of those to do the work I do.
  2. Cute LOL, tease with all the stats and functionality, no way to buy Throw me a note when its done so I can come and purchase it.
  3. Good afternoon, I have owned your engines for years, from the time you began, saw this new version and I was like, cool, let me go buy it. I come to your site, no purchase? When will Ultra Engine be available for Purchase?
  4. Can you please take a look at the forum email I sent you back on December 17 of 2013, thanks
  5. I thought BVH was bone files only with animations attached?
  6. Actually LE can already handle unlmited level size, my generic term for this is called cube loading, for lack of any other term, basically you setup an array 3x3x3 each segment is set to 1/9 kilometer in size, although this depends on the type of game your making but back to the design, so each 1/9'th only knows about its neighbors, so when you travel into one of the segments you replace the objects in the outer most segments with the needed objects, rinse and repeat, the depth of field keeps the player from seeing nothing beyond the horizon anyway and the camera has a limited viewing depth. Your skybox then creates the additional illusion of infinity. Memory is handled very nicely in this model because each segment has a maximum amount of memory it will use by the largest fillable data set in that segment, this is basically your assets. You can reduce load time by caching objects that are nearest to the adjacent segment. While the player is playing your current quadrant of segments, you then continue to cache in chunks. Being mindful that you don't want your game to eat up more than about 1 and 1/2 gig of ram since 32 bit machines are limited to max of 4 gig of ram period and about 2 gig of that is eaten by the OS if they are on Windows 7/8 so you don't want to blow up there machine. Physics is the challenge, not the rest of the stuff, because it is the physics that can make or break your game. Set all physics to be calculated from position of dynamic objects that are in motion, when they are not in motion anchor them and disable their physics. The player / actor has or should have a limited enactment of physics by nearest sets of polygons, and immediate polygons, but this takes practice with ray casting and determining polygons that the player model will possibly intersect with in an immediate radius. You can cheat with this by creating a sphere that is invisible, anything inside the sphere should have physics enabled, anything outside the sphere disabled, you attach such spheres to players and also to dynamic objects, when the sphere touches an object or contains an object, that object should have physics enabled only where the polygons are within the sphere. Long of the story in any given game engine, you only can have about 32,768 worth of objects with physics enabled before you barf, each object only containing 12 polygons, (so basically a single cube was my test), however if you remove the physics from those cubes, your good until you run out of ram or the GPU pukes.
  7. Is it possible to just load BVH files in and use them progamatically? If not can we add this as a very needed wish item?
  8. The problem with this is that when it converts the model, almost all of them are a single object once converted and no child objects so I loose the "head", "body", "Shield" etc. I will have to find a way this weekend to get 'leadweks' a copy of my models (or rather just one or two) so you can see what is going on.
  9. I tried the import, that is always ignoring the texture, I tried to drag into my project folder and nothing converts automatically, I tried with a single image file to the model and I tried with multiple image files to the model, in all cases, naked model, no textures. I am clearly doing something wrong, will start again this weekend and see what I am screwing up.
  10. how do i import and keep the textures and animations without loosing them??? all my fbx files are importing without textures and loosing animations
  11. I have something now that I can generate heightmaps from both coherent-noise and perlin noise then save to bmp files, everything from grid type terrain to planetary level terrain to apply to spheres, so now I want to take those images and apply them as the heightmap, lets just say 1sq mile size grid objects then save the generated terrain result including applying the colored version of texture to the generated terrain as a prefab. Needs smoothing levels for the terrain so it doesn't look so, how do we say, choppy? Then I can simply save all of these out to a folder for my array of terrain objects and load only what I need when I need it.
  12. They support every possible platform on the market today, not to mention they have server loadbalancing available and cloud deployment. As far as total comparison between products, you would have to look at all of the features side by side with ENet to answer that question, I personally have never used ENet. I can seamlessly shift from one server to another in the event of heavy server load without the player knowing it, basically one game world can in theory have unlimited players. Only limit at that point is the rendering engine. To get any deeper into the pro's and con's between Photon and ENet you literally would have to look at what is available in both along with licensing and packet size. Photon is truly streamlined with great compression. Check out their reference section: https://www.exitgames.com/References
  13. Simple really, using Photon networking engine (which anyone can download and have 100 CCU license for free), I am building up the code where in one line of code you connect up to the server and then you can send serialized player data to the server for broadcast, etc, same for creatures, only thing that doesn't get sent is the obvious things like maps, etc, onlything anyone will have to do is download Photon and using the win32 SDK or iPhone / Android SDK setup instructions, get the basic setup done for the project then drop in the header and cpp files and off they go. Make simple calls such as Player->Send(); and Enemy->Send(); would be almost enough, trying to make it generic enough for any type of game. Right now I have the client talking to the server and getting data back from the server which was enough proof of concept using the Native C++ libraries.
  14. Just my little pet project... Incomplete but is working for testing purposes obviously, I just needed to figure out how to get this to work in Leadwekrs and I am happy I did. http://www.exitgames.com/ Attached is my current header and code files, for now the client simply attachs to my server and send/receives test packets, all the other methods I have in the header aren't ready yet. PhotonLib.h PhotonLib.cpp
  15. Ok so two new things to learn off this, if you do the text draw before rendering the world, you get stacked text and looks like ****, if you do it after you render the world then it looks good. Now here is my code that works thanks to both of you. bool App::Loop() { //Close the window to end the program if (window->Closed()) return false; //Press escape to end freelook mode if (window->KeyHit(Key::Escape)) { if (!freelookmode) return false; freelookmode=false; window->ShowMouse(); } lib.update(); jText = lib.getStateString(); text = jText.UTF8Representation(); if (freelookmode) { //Keyboard movement float strafe = (window->KeyDown(Key:) - window->KeyDown(Key::A))*Time::GetSpeed() * 0.05; float move = (window->KeyDown(Key::W) - window->KeyDown(Key::S))*Time::GetSpeed() * 0.05; camera->Move(strafe,0,move); //Get the mouse movement float sx = context->GetWidth()/2; float sy = context->GetHeight()/2; Vec3 mouseposition = window->GetMousePosition(); float dx = mouseposition.x - sx; float dy = mouseposition.y - sy; //Adjust and set the camera rotation camerarotation.x += dy / 10.0; camerarotation.y += dx / 10.0; camera->SetRotation(camerarotation); //Move the mouse to the center of the screen window->SetMousePosition(sx,sy); } Time::Update(); world->Update(); world->Render(); // lets draw that text, do this after render world context->SetColor(0,0,0); //context->Clear(); context->SetBlendMode(Blend::Alpha); context->SetColor(120,120,0); context->DrawText(text,pos.x,pos.y); context->SetBlendMode(Blend::Solid); context->Sync(false); return true; } And I can see that the networking component is now working, just got to figure out the lag.
  16. I used the first tutorial which works for drawing the text to the screen, had to add in the context->clear for it to work, but now I am having a totally different problem, I looked at the documentation at URL http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/font/fontload-r43 This has something called "Draw" in the code sample that is not defined so I have on clue what that is in C++ because when I try to use it, c++ has no clue what it is, so my code that I tried is: bool App::Loop() { //Close the window to end the program if (window->Closed()) return false; //Press escape to end freelook mode if (window->KeyHit(Key::Escape)) { if (!freelookmode) return false; freelookmode=false; window->ShowMouse(); } lib.update(); jText = lib.getStateString(); text = jText.UTF8Representation(); // lets draw that text context->Clear(); context->SetColor(120,120,0); context->SetBlendMode(Blend::Alpha); context->DrawText(text,pos.x,pos.y); context->SetBlendMode(Blend::Solid); context->SetColor(0,0,0); //context->Sync(); if (freelookmode) { //Keyboard movement float strafe = (window->KeyDown(Key:) - window->KeyDown(Key::A))*Time::GetSpeed() * 0.05; float move = (window->KeyDown(Key::W) - window->KeyDown(Key::S))*Time::GetSpeed() * 0.05; camera->Move(strafe,0,move); //Get the mouse movement float sx = context->GetWidth()/2; float sy = context->GetHeight()/2; Vec3 mouseposition = window->GetMousePosition(); float dx = mouseposition.x - sx; float dy = mouseposition.y - sy; //Adjust and set the camera rotation camerarotation.x += dy / 10.0; camerarotation.y += dx / 10.0; camera->SetRotation(camerarotation); //Move the mouse to the center of the screen window->SetMousePosition(sx,sy); } Time::Update(); world->Update(); world->Render(); context->Sync(false); return true; } The problem is that this code, the text does not show, if I remove the remark lines from //context->Sync(); then it draws the text but the scene is black, but if I leave it commented out the scene shows but the text doesn't show, so how do I get both the text to show (and yes the text changes per game loop) and have the scene show?
  17. They need to be bigger so that it doesn't cut off half the word in Windows 8.
  18. Will look it up tomorrow then and play with LuaJIT and see if that will do what I need to do, at the moment I am concentrating on getting Photon to work with Leadwerks natively, I want to show some demo's of Photon and MMO layout if I can get it to work but the LUA piece is more of a wish to have item with native support, here is to hoping what you are talking about will work. Thanks Rick.
  19. I need it to be native so that it is portable to Android and Apple devices though, not just Windows. Otherwise I would have to roll my own language, I just don't have enough time to do that.
  20. I would like the ability to use LUA script while the game is running, I am writing all my game code in C++ and I have the need to be able to give the user an in game interface where I will give them a command reference library, they then write tiny code segments that give life to objects and have the ability to save and share their files that are specific to the game. I need four basic things to begin with LUA::Load(FileStream or ByteStream) LUA::Run(Object) LUA::Destroy(Object) LUA::Save(FileStream or ByteStream) All files would go in the game directory, or database like MySQL or SQLLite. Most likely the way I am gearing the game for portability, they would land in MySQL on a hosted server. I will be defining construct shells such as Patrol, Search, Flee, Attack, Defend, Harvest, etc, the user codes these based on modules they enhance their game objects with, such as if they have a Radar attached in the Patrol sequence they check Radar and see if Enemy is present, if so depending on the Radar level, as in Level 1 has basic information about the enemy but maybe not enough to know how powerful they are, they can make the code change the state from Patrol to Attack. Then in the Attack sequence if the enemy is pounding them they can change the state based on current shield or armor percentage left from Attack to Flee, so on and so forth, but they would have to code all this logic themselves based on my script library of commands.
  21. Here is the specs of the 22 year old i-glasses 3d, either way all of the VR devices have one thing in common, the video card drives the video, the glasses are just displayers just like your TV, you have to rely heavily on the ability of your video card in all cases, the i-glasses only ran at a max of 120 Hz though and could only support 1.44 million pixels per display (stereo display), and it only had a 24 bit color depth 22 years ago so I guess it was crippled in comparison to what oroculus has now at 1280 x 800 resolution, so it does have a higher resolution however, that video port plugin on the TOP kills me, all of the other VR glasses put it on the side to allow the cable to go back down by the ear then along the back or arm, I could see myself easily yanking that thing out of the top, once the price gets real, like $150, then I would entertain buying it, if at the very least to put it in a display case with the rest of my VR gear that failed. It still won't end up being some wild fire device you see selling like hot cakes, trust me on that fact, not going to happen and you can quote me on that 1.44 Million per Display VGA / SVGA / XGA scaled to 800 x 600 26 Degrees Diagonal 24 Bit None Required 13' TBR 25mm 17mmH x 6mmV 7'10", 100% Overlap, TBR Standard 15 Pin VGA Flicker Free 120hz display rate 60 Hz to 120 Hz Full Stereo < 7 Ounces Adjusts to Fit all Individuals Barrel connector VGA / RCA Audio / Power Power Cube On/Off, Volume, OSD Minimum 100 to 1 Compatible with nVidia-based graphics cards Adjusts Contrast, Brightness, Audio Balance, RGB Color and Horizontal Centering
  22. Sorry but I whole heartedly disagree, my VR glasses were thinner, lighter, 3d projection and utilized a similar trick to show arms in front when I held out my arms, these current ones they show aren't even 3d they are just like having regular VR glasses and this sample is bulkier and obviously heavier. I could also plug mine into a regular computer monitor as a pass through so I could play multiplayer games locally, one person doing the game on the computer screen while I am doing the game with the VR glasses on, only difference is mine is over 20 years old now, I think I actually got them when I was 18 so that puts them at 22 years old now, sure they can hype it up as some miracle new technology that every man, woman and child on the planet must have, but seriously, that ship sailed eons ago. The games today are on hand held devices, the money is in the quick minute games, hardly the adventure, something to play on the go, that is why Android and iPhones have so many thousands of games on the market now, do you really see people throwing virtual gaming parties? A group of college kids.. maybe... but this technology is dated, doesn't matter how snazzy they try to make it, it is not worth even putting any effort into, this type of system is not for gaming but for simulation, and for military application, urban warfare sampling and the like, virtual cities where our troops can practice maneuvers in within the safety of training centers, but they have to make them light weight, less bulky and get rid of all the stinking cables, at least the VR glasses I had only had 2 cables, one for the serial port on the PC split pair to the video port with audio jack then a separate cable to share the video with the monitor. Seriously, the only real application this has is for demonstration or simulation, let people have a virtual tour of houses or sky scrapers, walk into a architecture firm and get a tour of your house with the glasses on, or military training, maybe even flight training, I know all those fans of the Microsoft Flight simulator would go gaga over this but those individuals usually have 16 computer monitors to get the full flight effects anyway. Just saying this is a total waste of everyones time, I have lived long enough to see this technology come around three times and it has failed the last two, I just don't see it succeeding on the third time either. I have a version of the i-glasses, read this article, has my glasses in it. http://www.businessinsider.com/google-glass-people-dont-want-to-wear-computers-on-their-faces-2012-4?op=1
  23. Seriously guys, this is ancient technology and not the first time it has been boasted as the future, I have some vr glasses up north at my mothers house With the SDK, it is not impressive and the average gamer won't go for it, ever, only the elite few who live at their parents in the basement will own and play games with these, I figured that out two decades ago. It's a dying fad.
  24. Flash is very much alive, look at Facebook jinga games, all flash and they are making a fortune.
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