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Forum Help & the lack of


02arnoldj
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Back in 2004

We wrote our own path-finding system for DarkBasic Professional used in a RTS> Reiners World.

 

It ran in the background and had a job system too allowing for literally tthousend units unlike RedAlert.

 

Graphically it sucks but We only had Reiner Prokeins Graphics to work with.

It uses tile maps of over 1 million tiles(1024*1034)

Breaks barriers on unit amounts and the smoke and weapons.

 

It also ran timer based,same on any machine.

 

We have done things that many others have struggled with.

 

Believe it or not 2d character control is far harder then 3d. Every frame and every action has to be controlled.

 

We can see why this powerful Engine has a relative small User Base,

Its hard to find answers.

 

Credit To

  • Chris Man
  • Macklebee
  • Red October
  • Josh

as determined as we are we are getting nowhere fast.

 

The guys who know seem to of forgot what its like to start out.

 

Determination is running thin now.

 

You have to buy it first before you can check out the knowledge base thoroughly. (Not Great)

  • We could do with help on using the AI path system.
  • We could do with help sending Messages(shot) from bullet.lua to crawler character.
  • We could do with help on turning a loaded object into separate hierarchy pieces for ragdoll and decapitation of body parts .

The most important thing we need to know before buying this is

  • Prob no one seems to want to confirm is collision. We found that raycasting(PICK..) a character that entered the game standing, when that character lays down the cast will hit the object as if it was standing??

Please help us

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Animation occurs on the GPU. To perform a raycast on a character, it's best to create invisible boxes for the arms, legs, etc. and parent them to the limbs they correspond to.

 

Even with CPU-bound animation it's impossible to perform a triangle ray intersection test on dynamically moving triangles. The only reason it runs fast is because the model gets calculated into a BSP tree and doing that every frame would be very slow. AAA games don't even attempt this, which is why they have something called "hit boxes".

 

Please keep in mind we are in the midst of rolling out an entirely new version with better documentation and workflows.

My job is to make tools you love, with the features you want, and performance you can't live without.

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Thanks again Josh. That's resolved.

When your'e sending a message to something where does the message go in the hierarchy ?

Also, is the new version as powerful as LE2 as in, Obviously Android Phones aren't all that powerful so I was wondering if the Engine has been designed to only be as powerful as a say Android 4 Device etc... Or does it automatically optimize for each device

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The graphics are more basic, but they run the same on everything. Since the renderer is a modular component, we can add in a high-end renderer for PC later on.

 

There's a callback you can use to detect received messages.

http://www.leadwerks.com/werkspace/page/Documentation/le2/_/command-reference/entities/messagereceivecallback-r177

My job is to make tools you love, with the features you want, and performance you can't live without.

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