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Marleys Ghost

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  1. Just a bit of fun. A Low quality test video of a small side project that was born out of cleaning up and going through my code archives. Mainly put together in a day.  
  2. Leadwerks 3.2 Indie : Animated Character Workflow Test IKinema: http://www.ikinema.com/ TrueBones: http://www.truebones.com/
  3. Well so far, I have spent $93 total on Fuse and over 1200 animations. When I get my pipeline all figured out and the animation sets sorted ready to re-target it should work out a fairly cheap source of game characters.
  4. Hi Josh, from the FAQ on Steam: Overall the quality of the characters is very good, but Mixamo animations are not cheap, which is a major drawback, hence my pursuit of an alternative pipeline. There is an Asset Import Pipeline and other things for that under development.
  5. To prevent non Leadwerks Engine specific/Related entries from my Blog being automatically published here via the Blog Feed, I have removed that functionality, and will simply add a new entry title and link here for all Leadwerks Engine specific/Related entries. Leadwerks Related Blog Entry. Leadwerks 3.2 Indie : Animated Character Workflow Test
  6. To prevent non Leadwerks Engine specific/Related entries from my Blog being automatically published here via the Blog Feed, I have removed that functionality, and will simply add a new entry title and link here for all Leadwerks Engine specific/Related entries. Leadwerks Related Blog Entry. Leadwerks 3.2 Indie : I hate waiting in for deliveries! [HD]
  7. Really? was that because it took too long to recalculate on terrains in general or large ones? I'd have thought rather than disable dynamic navmesh generation simply have its default as we have it now with dynamic navmesh generation an option that is selectable and not penalise those who are not using large terrains.
  8. I think its all changed since 3.0, but how and what to is just speculation. With the current way its done I understand the argument for a controller not being over a certain height or diameter but not being able to resize below those parameters makes no sense. There is very little control over the system. I do hope soon there will be more information on this functionality.
  9. Hey Mack, as far as I could workout, and could be wrong, SetNavigationMode is for static objects which will (or will not) effect the building of the navmesh, I don't think its "dynamic", I am not setting it true on the NPC's. I'd imagine its all handled via detour and however thats been intergrated into the character controller. But again with so little info on the subject I am just guessing.
  10. Hey Jorn, that was one of the "tests", there is very little information on what has and conversely not been implemented with recast and detour. Detour is a pathfinding and spatial reasoning toolkit, if memory serves (it does now an then even at my age!) I think the spatial reasoning uses entity velocities to calculate avoidence steering, hence if the player stops they will bump into him. With so little information about the intergration into LE3.x though I am just guessing.
  11. @gamecreator: Meshes using an Alpha'd texture scrolled via a mesh shader.
  12. To prevent non Leadwerks Engine specific/Related entries from my Blog being automatically published here via the Blog Feed, I have removed that functionality, and will simply add a new entry title and link here for all Leadwerks Engine specific/Related entries. Leadwerks Related Blog Entry. Leadwerks 3.2 Indie : Proof Of Concepts & Several Tests.
  13. Sleeping with one eye open requires effort ... I don't do effort ... besides .. irrespective of whether I sleep on the bus or do extreme calculus mathematics for fun on the bus ... I still get from A to B without having to concern myself with the journey
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