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  • in reply to: Questions #221
    Akira_San
    Participant

    Proprietary as the license permit it, i would say! 🙂 I also looked at the Maratis code, but my knowledge is small to understand it without comments. I looked at c++ a log time ago, since i was bothered with, whats this stuff “name::name, ptr->” at least i can read it. 🙂
    The physics of Maratis are a little confusing since i miss the static/dynamic from the BGE engine. Maybe that should lower the physics, by setting them to static, the one you dont want to be movable, but just collidable. Yes, the optimization should be added later in development.
    And some interesting articles to read:
    particles-instancing, the website looks really good, dont know if you know about it.
    http://www.opengl-tutorial.org/intermediate-tutorials/billboards-particles/particles-instancing/
    Some useful shader stuff.
    http://renderingpipeline.com/2012/06/photoshop-blendmodi-glsl/
    http://mouaif.wordpress.com/2008/06/11/crossprocessing-shader/
    http://mouaif.wordpress.com/2009/01/05/photoshop-math-with-glsl-shaders/

    in reply to: Future development #220
    Akira_San
    Participant

    Yeah, some editor, where you click and add some buttons and frames with no programming, making your website, but with added WebGL effects, anyway not to go away from the topic…

    in reply to: Future development #218
    Akira_San
    Participant

    Sure np! The Webgl is interesting platform. I was thinking a log time, that you could make some money by creating some interactive software for Webgl 3d pages. Something like a Dreamweaver, where you build the 3d website by clicking and adjusting buttons and setting. I dont think, that there is a tool like that so far, but i dunno.

    in reply to: Future development #209
    Akira_San
    Participant

    Yeah, all of this sounds like a cool features and i understand, that you are the only developer. So i dont want to sound like im pressing you. Just being on topic. Hope you make some money from the game engine work.

    in reply to: Future development #206
    Akira_San
    Participant

    Yeah, just asking. 🙂 I would code it myself, but im an artist… Right its not called Neo-Maratis, its the Neo-Editor. 🙂
    Are you planning for Navmesh too?

    in reply to: Questions #205
    Akira_San
    Participant

    Got some new question:
    Do you look at other game engines code for inspiration?
    Ive got the GPU pro books(pdf), do you want them?

    in reply to: Future development #203
    Akira_San
    Participant

    Heres something thats important: The profiler… When you start making your game, youll need to see where does the bottleneck is! As a start a render statistics display would be nice to have. The idea is to display on screen information about debug and performance, like show fps, draw-calls, objects on screen, triangles, etc. Heres an example -> http://docs.unity3d.com/Manual/RenderingStatistics.html
    Neo-Maratis have a basic one, but seems unusable. Seeing the stats in real-time game window is preferable.

    in reply to: Questions #202
    Akira_San
    Participant

    Hmm, so if i have a like 20 characters, just multithreading will do the trick you say! Im doing only testing for now, but my plan is to do a commercial game with an Android and Ouya port.

    in reply to: Questions #200
    Akira_San
    Participant

    I see, sounds good. My plan is more of an action game from an isometric perspective. So what do you think, that would require? I guess since the characters have skeletons, will need multithreading and hardware skinning. and i found this -> https://software.intel.com/en-us/articles/optimized-cpu-based-skinning-for-3d-games

    in reply to: Questions #192
    Akira_San
    Participant

    Are you planning to make a game? Im interested in your motivation… 🙂

Viewing 10 posts - 121 through 130 (of 130 total)