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Thread Statistics | Show CCP posts - 18 post(s) |
Aeon Amadi
Edimmu Warfighters Gallente Federation
5719
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Posted - 2014.05.23 11:13:00 -
[1] - Quote
CCP MC Peanut wrote:Captain Crutches wrote:CCP MC Peanut wrote:The integer (0-1) is how close it is to being done (then it will switch to another random point and so on until scanning completes). I hate to sound nit-picky, but that sounds like a range in between 0 and 1, so wouldn't that make it not an integer? Unless it's just one that flips between the two like a boolean... Yea you are right--that isn't an int; it is a float. I don't know why I wrote int. I'm just a part time programmer.
Speaking of float. Mind relaying some info to the team and suggest re-working the fitting system to use floats instead of ints? That way our modules don't round up on the CPU/PG costs and allow us to fit more stuff
My post about this back in July, 2013
-and the possible explanation from a programmer friend of mine
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5719
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Posted - 2014.05.23 11:24:00 -
[2] - Quote
CCP BaoZi wrote:
You wonGÇÖt be able to deploy to the planets that donGÇÖt figure in the results of the scanGǪ first because of technical reasons (we canGÇÖt open an infinity of servers), but it also makes sense from a fictional point of view, because these planets have nothing interesting (no loot, no other players). I understand that you may want to just visit it, but sorry for now, you wonGÇÖt be able to
It's entirely unnecessary and should be a last priority but it's one of those things I think could be interesting, especially in a competitive territory-based gameplay like PC. What is the likeliness of allowing a player to go to the planet but having it be semi or entirely client-based by disallowing other players to join in? All the assets are already there on the HDD, the server is just telling it what assets to load up, right? So, you could technically turn it into a host/join system like you have in other games (Warframe, Borderlands) that don't operate on a dedicated server.
One of the big pet peeves of mine was owning territory in PC and not being able to go down there and figure out the layout if any changes were made to the infrastructure, or I just never went down on the map because the district was given to my corporation. I mean, if I can see a 3D model of the place on the warbarge it certainly helps to know my own territory Which is totally a good alternative because it -does- provide meaningful functionality on a tactical level.
Useful Links
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5827
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Posted - 2014.05.28 19:09:00 -
[3] - Quote
CCP MC Peanut wrote:steadyhand amarr wrote:Their is small side of me nerding out that i understood that :-P, i wish i took the gfx modul at uni but i cant draw for @&;_& :- so i thought it was a waste of time -_- but it sounds like its all maths and just playing with what artests give you. Is that a fair assesment?
Also its awsome to see devs who love their work :-P I don't consider myself especially amazing at either visuals or math, actually. But I'm ok at both, so it's enough I guess. When I do the shaders I use the node-based material editor (you can do it in a code mode, though, but in this case I like the visual editor). Also working this way has actually improved a lot of my mathematical understanding for how a lot of shader stuff works--it is just really easy to setup a test case and preview it. If I'm not exactly sure how the camera world position works, I can take the node and plug it into a diffuse, then move the camera around and watch it change in real time. This is epics documentation. Pretty much exactly what we have available to us. http://udn.epicgames.com/Three/MaterialsCompendium.html
Not gonna lie, I love the damn noodles in Blender
Useful Links
Aeon Amadi for CPM1
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5852
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Posted - 2014.05.29 12:06:00 -
[4] - Quote
CCP MC Peanut wrote:Aeon Amadi wrote:CCP MC Peanut wrote:steadyhand amarr wrote:Their is small side of me nerding out that i understood that :-P, i wish i took the gfx modul at uni but i cant draw for @&;_& :- so i thought it was a waste of time -_- but it sounds like its all maths and just playing with what artests give you. Is that a fair assesment?
Also its awsome to see devs who love their work :-P I don't consider myself especially amazing at either visuals or math, actually. But I'm ok at both, so it's enough I guess. When I do the shaders I use the node-based material editor (you can do it in a code mode, though, but in this case I like the visual editor). Also working this way has actually improved a lot of my mathematical understanding for how a lot of shader stuff works--it is just really easy to setup a test case and preview it. If I'm not exactly sure how the camera world position works, I can take the node and plug it into a diffuse, then move the camera around and watch it change in real time. This is epics documentation. Pretty much exactly what we have available to us. http://udn.epicgames.com/Three/MaterialsCompendium.html Not gonna lie, I love the damn noodles in Blender I've never used blender actually. I started with 3D Studio Max, then learned Maya. I tend to prefer Maya mostly because it has python available to it. Max is ok too, and there are some things it does much better than Maya. Recently I've been interested in Houdini because it seems to do a really good job of blending in nice procedural elements, which greatly improve efficiency. CCP Android was using it in some of the new terrain technology--maybe he can pop in here and talk about it. I'm thinking maybe I'll write a proper dev blog on Maya pipeline stuff.
You should check it out.
I like Blender (mostly because it's free!!!) but it does have python in it as well. There's even presets to change the layout to emulate other programs like 3D Studio Max and Maya so it's a pretty seamless transition. It also has a built in game-engine preview window, obviously not as powerful as something like the Unreal Engine but it does allow for some round-about ideas as to the limitations of the stuff. It's early stuff and I've absolutely no experience but I did experiment with it [Blender] a bit. Here's the results:
http://i.imgur.com/WCvzraG.png http://youtu.be/8mx9Q2VUg84 http://youtu.be/KyQ1b1hOu_k
This bit isn't mine but it's a short that was made by a guy name Kaleb Lechowski in 7 months using Blender and now the guy has a feature-length movie in production. I think it shows a lot of what Blender's potential is and just how powerful it can be for a dedicated individual, especially surprising considering that it's freeware.
http://youtu.be/xQuGpW0NuW8
Useful Links
Aeon Amadi for CPM1
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5879
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Posted - 2014.05.30 01:52:00 -
[5] - Quote
CCP MC Peanut wrote:
Your videos are super cool--I love the breaking glass. I've seen that trailer before, but I didn't know they were doing a full movie (feels sort of Battlestar Galactica/Skynet-ey--not a bad thing). I'll definitely keep an open mind towards Blender. That it also has Python is a big deal. Previously I worked at a company that had their own engine, and they had no editor software (like Unreal Editor), so they relied on Maya for doing everything. With Python integration, it made it easier and faster to build tools. We even added a library system, much like the unreal content browser (but more primitive).
Yeah, my only big complaint so far, other than that there were a few bugs (they update frequently though), was that I had to manually put in python coding for mouse-look support >_<;;;;
Really hard to toy around with first-person-shooter aspects when you don't even have that and I'm not a coder, so, having to go to someone else for that was sort of a bummer. But they did a good job of making it copy/paste and it's got fully integration, so there's no minimizing windows, opening a .txt file or any of that - it's all within the software itself.
Glad you're keeping an open mind toward it though I feel like I've accomplished something by sharing that with ya
Useful Links
Aeon Amadi for CPM1
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