tag:blogger.com,1999:blog-736684970174462098.post7994901815620162377..comments2023-11-03T02:36:41.872-07:00Comments on FPS Creator Reloaded: Friday Video TimeAnonymoushttp://www.blogger.com/profile/00942934253243738809noreply@blogger.comBlogger8125tag:blogger.com,1999:blog-736684970174462098.post-40100347537198224352013-08-12T04:48:13.190-07:002013-08-12T04:48:13.190-07:00I'm totally amazed that you (Lee) thought to m...I'm totally amazed that you (Lee) thought to make it possible to walk on floating physics objects. The closer Reloaded gets to completion, the more I start to believe that finally I might be able to fulfil my dream of creating games with a quality reminiscent of the first and second singleplayer FPS games I ever played, Portal and Half-Life 2. Half-Life 2 is my favourite game of ALL TIME and will stay that way forever. GO VALVE! Except Steam. Make it faster and less awkward and allow us to prevent auto-updates on singleplayer games and then GO VALVE! *night-weirdness rant over*Clonkexhttps://www.blogger.com/profile/01090082045412254311noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-14612950036424713062013-08-11T00:44:09.005-07:002013-08-11T00:44:09.005-07:00With the AI how will we avoid the issue with enemi...With the AI how will we avoid the issue with enemies passing by eachother on the same path? In FPSC sometimes they get stuck or they whip around eachother. In games like Fallout and Skyrim they some how manage to walk around other characters in their path.Teabonehttps://www.blogger.com/profile/13821836809844664182noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-47939681660039745922013-08-10T16:12:30.577-07:002013-08-10T16:12:30.577-07:00Absolutely awesome! It's great to see this bei...Absolutely awesome! It's great to see this being built :)Burgerhttps://www.blogger.com/profile/08716844207818099198noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-22591257812908347912013-08-10T05:45:32.193-07:002013-08-10T05:45:32.193-07:00Looks really good.
I think somewhat better with ...Looks really good. <br /><br />I think somewhat better with the refraction but you know overall whats best for Reloaded re performance impact and so on so we must trust in what you will decide and do.<br /><br />What I like about the water to date is its no over heavy on the surface shaders so much is looks almost like plastic as in some engines though if thats what is called for that's another matter. This is - well natural.<br /><br />Not sure from looking at the video but yes it may be nice if it were possible for the water to react to impact - i.e. splash, ripple etc, as already mentioned. If not then so be it. Cant have everything and performance and so on can only be adjudged by you at the moment. I guess in reality it may be a long time down the road when everyone can build some large game levels in order to actually test the total overall performance of the engine but at the moment in development you have to use your judgement we understand. If something shows an obvious undue impact then it has to be dropped or not even considered I suppose.<br /><br />I would not want to niggle as personally I am for getting the main core element features stable and maintain performance for those and at the end of the day maintain good game play speeds and stability. Smaller details are a bonus to me.<br /><br />Looking beyond minor details Overall this is excellent.<br /><br />The variation now in the veg and the terrain shadows make things look much better and I noticed when going over the top of the hill and being able to see the rolling hills well into the distance that it does that very well indeed from what can be seen in the video. I am not sure if the hills far away there are part of the skybox or actual terrain and it does not matter from the point of view that the distance blends well into the physical play area as it were.<br /><br />A Far Cry scuse the pun again from Classic and its those kind of major features that make the difference here.<br /><br />Not sure about making a game but I could certainly entertain myself for years to come making 3D worlds I can just walk around, explore and enjoy the view. With the increased size of the Reloaded world that in and of itself would probably be enough to occupy me for quite some time.<br /><br />Its a thumbs up and looking forward to seeing more and whats to come in the time ahead.<br /><br />Thanks again.<br /><br />:-)Peter Colemanhttps://www.blogger.com/profile/00276736145648248864noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-36062328986242657102013-08-10T02:28:30.376-07:002013-08-10T02:28:30.376-07:00very impressing! i think the physic system is almo...very impressing! i think the physic system is almost ready, it need to be fine tuned, i noticed the barrel mantain the same speed after a little slope in the terrain (0:11) it appear to be "braked" but i think is because it roll only a little before splashing in water! (a splash effect?) i had a lot of fun, i suppose you can jump over the floating objects, could be possible to load a .x file of, example, a boat and put it on water?<br />Jurihttps://www.blogger.com/profile/00701446660894175767noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-14704872188233863522013-08-10T00:03:06.338-07:002013-08-10T00:03:06.338-07:00I'm impressed. What happens if you jump on a f...I'm impressed. What happens if you jump on a floating entity?Teabonehttps://www.blogger.com/profile/13821836809844664182noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-84430976425402258712013-08-09T16:47:21.445-07:002013-08-09T16:47:21.445-07:00Fantastic work here Lee,
Looks like you really go...Fantastic work here Lee,<br /><br />Looks like you really got the pysics nailed down now and I think the water will be fine without refraction. I guess when you are dealing with a body of water this size and throwing physics objects in there it will have an impact on performance at some point.<br /><br />Always worth checking with the Blosser as he might have some refraction in a single pass shader up his sleeve that would help with that.<br /><br />I appreciate you have the weapon system and AI to take care of now and getting enemies working but please don't forget about the other rendering prototypes for things like deferred rendering, indoor dynamic shadows etc.<br /><br />Also occlusion culling will become very important once you start actually populating these terrains with lots of buildings and entities. I'm assuming you will be revisiting that down the road.<br /><br />Things are going very well so I think the key thing is keep going as you are and don't worry too much about hitting a particular deadline.<br /><br />You have earned yourself a weekend off. Enjoy.Nomad Soulhttps://www.blogger.com/profile/14981728015213669001noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-53606128363664984772013-08-09T16:45:36.468-07:002013-08-09T16:45:36.468-07:00This comment has been removed by the author.Nomad Soulhttps://www.blogger.com/profile/14981728015213669001noreply@blogger.com