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Viewing 15 posts - 1 through 15 (of 130 total)
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  • in reply to: Wishlist for the Neo "Cookbook" #884
    Akira_San
    Participant

    Port the Asteroids game to the new lua api for example, just an idea.

    in reply to: Future development #840
    Akira_San
    Participant

    This time no crashes, probably because of my antivirus. Had to exit it, to start the editor.

    in reply to: Future development #838
    Akira_San
    Participant

    Ive got a crash, when i pressed the stop game button link-> http://www.pasteall.org/58844

    in reply to: Future development #837
    Akira_San
    Participant

    360 total security likes to do that a lot!

    in reply to: Future development #835
    Akira_San
    Participant

    The antivirus thinks 3 files are mailware…

    in reply to: Future development #833
    Akira_San
    Participant

    Google drive.

    in reply to: Future development #831
    Akira_San
    Participant

    Ok, im gonna try to compile too, log here http://www.pasteall.org/58767

    in reply to: Future development #829
    Akira_San
    Participant

    I dont see any debug files only a logfile.txt. I read, that the deferred render for android opengles 2 is too slow. My tablet with mali gpu only supports opengl es 2 and the zombie game dead trigger runs smoothly with some cool shaders, but anyway. Yeah, having 2 render backend might be useful. Some place said, that the Unreal engine uses forward render to render the transparency. I found this -> http://sourceforge.net/projects/isdge/ the render looks like neo to me.

    in reply to: Future development #827
    Akira_San
    Participant

    The NeoEditor.exe from the zip archive won`t start only loads and have to end task it. Os Win 7 64b.

    in reply to: Future development #826
    Akira_San
    Participant

    CEGUI was just an idea. So it looks like the renderer will have to be rewritten first. When it comes to android, the android opengles 2 dont support deferred render, so how will that work?

    in reply to: Future development #816
    Akira_San
    Participant

    Yeah, i was thinking that you new about the subroutines, but had to post it for everyone. Will test the build when available. Perhaps, when it comes to the neoEditor, you could come back to the GLFW and use CEGUI -> http://cegui.org.uk

    in reply to: Future development #814
    Akira_San
    Participant

    My thoughts for the material editor. The Material editor should be made user friendly. That means just like any user, he would like to press buttons and add things the easy way, not write scripts. 🙂 Ive searched the net and found some interesting info about writing shaders:
    A quote from the website code4k.blogspot.

    Shader languages like HLSL, Cg or GLSL are nowadays driving the most powerful processors in the world, but if you are developing with them, you may have been already a little bit frustrated by one of their expressiveness limitations: the common problem of abstraction and code reuse. In order to overcome this problem, solutions so far were mostly using a glue combination of #define/#include preprocessors directives in order to generate combinations of code, permutation of shaders, so called UberShaders. Recently, this problem has been addressed, for HLSL (new in Direct3D11), by providing the concept of Dynamic Linking, and for GLSL, the concept of SubRoutines, For Direct3D11, the new mechanism has been only available for Shader Model 5.0, meaning that even if this could greatly simplified the problem of abstraction, It is unfortunately only available for Direct3D11 class graphics card, which is of course a huge limitation…

    Links here->
    http://code4k.blogspot.com/2011/11/advanced-hlsl-using-closures-and.html
    https://github.com/SiliconStudio/paradox/tree/f5c45f5855842d0fe0942032dc08230ce9bb034d/sources/engine/SiliconStudio.Paradox.Engine/Rendering – gpl, brdf shaders
    https://github.com/aerys/minko/tree/master/framework/asset/effect
    https://github.com/TriumphLLC/Blend4Web/tree/master/shaders

    Nice links shows examples for inspiration and stuff. More later about the material editor.

    in reply to: Future development #782
    Akira_San
    Participant

    Sounds good, looking forward for the stable version of Neo. The translation can be left for later. Im more interested in how to use the new lua api. Is the lua api compiled? How ready is for production the Neo engine?

    in reply to: Future development #780
    Akira_San
    Participant

    Thats great! Im waiting for the new version.

    in reply to: Future development #778
    Akira_San
    Participant

    Any plans for switching to Bullet physics 3?

Viewing 15 posts - 1 through 15 (of 130 total)