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SponkKeymasterOk, I tested the terminal thing. Well, I think it’s done very poorly. Multiple _major_ mistakes in handling the Lua API, many assets are missing etc.
It tries to use “getObject” for non-existant objects every frame for example. That leads to crashes since every error message will be saved in RAM and a log file. If you let this run a while it will simply run out of memory.
I don’t think that your problem is about the Neo Engine but about the “game” (if you want to call it a game) 😉
SponkKeymasterYou can start and stop the game by pressing F6 in the editor. I need to find a way to tell the user to do that.
I already wrote something very similar for a game in Lua. Should be fairly easy to turn it into an editor plugin.
SponkKeymasterIf you spot any glitches please tell me about them so they can be fixed.
SponkKeymasterI think it would help but we should wait some more time before showing it off to the Blender community. The current version simply is not ready for a big audience yet.
I think we should do a “0.4.1” release containing mostly bug-fixes and polishing. There are many problems with the UI layout for example. Some scroll-bars don’t appear as they should, translations are incomplete etc. etc. which could be fixed till then.
These things are no new features but important improvements for showing off Neo.
SponkKeymasterI don’t want to clone what Unity does. I don’t want to distribute assets for cash but deliver high quality, Neo ready assets with a CC license for easy usage. That way we can get the ecosystem growing more easily because you don’t have any financial risk to deal with, even if it’s only in the range of a few euros.
About the naming:
Maybe we can call it “NeoStore” :p
SponkKeymasterThose materials need a custom GLSL shader since the basic default one does not support reflections.
A small tutorial on this topic: http://antongerdelan.net/opengl/cubemaps.html
This will also be helpful for water surfaces etc.Maybe we can create a shader pack for distribution in our “Asset Store” (btw: We need a name for it :p)
I wrote a very simple per-vertex shader that does this using a sphere map.
Maybe I will create a “NeoShaders” git repository on GitHub to distribute all sorts of GLSL experiments I’m doing.Fragment/Vertex shader:
https://gist.github.com/Sponk/bd209066ef50527c8521
https://gist.github.com/Sponk/8f87a7a8b4a8d9d4498c
SponkKeymasterVery strange.
Please tell me if that happens again. Maybe it’s a bug in the plugin which should be reported.
SponkKeymasterNice!
I will experiment a little with them 😀
Maybe I can somehow automate the conversion from BGE to Neo :p
SponkKeymasterThanks, I will look into all those resources as soon as I have some time 😀
SponkKeymasterThank you for those links 😀
Please don’t ask any questions in any external forum for me. If I want to know I will ask myself.
SponkKeymasterThat is very strange.
I rebuilt the page cache. Maybe this helps.
SponkKeymasterFor a real and complete slowmo you could slow down the update thread. You would also loose performance this way. Another trick could be simply slowing down all animations and player actions manually. I think the second way is the way to go since messing with the update timer may lead to side effects like hanging or crashing. There is an option in the physics engine to slow things down there afaik so all velocities will be slower as well. Just need an interface in Neo to access it 😀
If you want that feature very badly you can open an issue on GitHub so I don’t forget about it.
SponkKeymasterIs there any error message?
I tried it and it worked for me. Could be that I messed up some user privileges for non-admins though.
SponkKeymasterThanks for those links, the technique looks very interesting 😀
The problem with pseudo-instancing in Neo is the dependency on GL immediate mode render functions which are not available in GL>=3.0 core profiles and GLES. Yes, there are drivers that implement GL<3.0 in their driver (compatibility profile) but I don't think that this should be our target. Our target is using the most current technology to the extend in which it is compatible enough with most hardware. Currently that is OpenGL 3.x-4.x and GLES2 in many (if not all) cases.I think the idea of using immediate mode functionality to use modern techniques is very interesting even if we will not use it like they described. Our goal currently is the default approach using hardware instancing. There are still enough problems to solve before this can happen 😀
There are some questions to be answered like "When should instancing be used?" or "How can we apply visibility tests?", "How many instances should be in one batch?" etc.
SponkKeymaster0.4 is out now.
I will clean up the repository and source code to be easier to understand by eliminating some unneeded dependencies. -
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