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Road Kill Kenny

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  1. I'd say "adequate" rather than "killer". But if you are on a budget then this would probably do the trick for now and then upgrade parts later. The power supply is what worries me the most about this build with regard to safety (of your PC) and longevity rather than performance. Re. PC vendors -> agreed, never buy a PC already made... ever!
  2. I think the sucess of SteamOS amongst console gamers relies a lot on whether they can put out a standard SteamBox machine which is garunteed to play all the games… just like a console. It has to be affordable too. Without that it's no different to hooking up a PC to the TV. Many console gamers say they like console because they put the disk in and it works garunteed... I think the major advantage here is that you can share all your games between your console and your computer without ever having to buy them twice. You get to enjoy the best of both worlds at low prices... i.e. relaxed on the couch and hardcore at the PC. If I were to buy all my Steam games on Console (which isn't possible) it would probably cost me $10,000 + (at least in Aus)
  3. Best way to learn shaders is to read some OpenGL tutorials. Even if you aren't interested in OpenGL itself, you will very quickly learn how shaders work and how to use them.. Then adapt that
  4. Of course you don't..... well, let me expl... ah stuff it
  5. I can't think of a worse way to learn than from a full example game. It's a good way to get your brain stuck in a box... learning the tricks and never really learning the concepts. @YouGroove: Have you ever noticed that when you buy a new car then you often notice the same model of the car on the road a lot more often.... same thing happening here......
  6. I can't stand typedefs like that. I don't see why its necessary to typdef variable types that are already short. Its a little more understandable when they get longer.
  7. Ok I'm not "bikshedding" here I'm just asking out of personal interest. If you are copying the argument... wouldn't it be quicker to copy something of a smaller size.. It just seems logical that it would be faster to copy something smaller in memory than something bigger. And yes I do realize that this isn't the only thing relating to speed but I'm just wondering about this aspect specifically.
  8. Also if I recall correctly the memory size of a pointer / reference is the same size as a float and bigger than an int so there is no real gain in using a reference / pointer with these native types.
  9. To me making a good game is always better than making the best selling game. So be it if I am never rich... So long as I can survive and slowly expand doing what I love most.
  10. Hey I'm not saying I don't believe you when you say it's a recast limitation. Doesn't change the facts....
  11. Well that is just very sad considering recast claims to be world class.... Are we at least able to set this one and only size? or is that completely fixed? I have to really think about this now. I don't know if I can even make my game on LE3 anymore . Will there be any way to turn off the LE pathfinding?
  12. This sounds more like a shortcut than a "good constraint". This means we're limited to human or very humanoid characters in the game. This screws me up a lot tbh... I don't have any giant robots but I have a lot of things with different sized controllers. If they aren't different sized they would look stupid intersecting with each other or colliding with things that don't exist...
  13. Ok cool. So physics is run on a different thread right? That's pretty good.
  14. What about a mode for having no physics body? Not sure whether I like this or not because it seems restrictive... However, I can't really tell until I try it.
  15. Packaging manufacturer? Are you going to be selling LE3 in hard copy as well?
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