Haven't even read it it yet but maybe THEY SHOULD WRITE SOME FUCKING DOCUMENTATION AND ACTUALLY SUPPORT THEIR FUCKING ENGINE
What a fucking waste of money Torque was.
Never buy it.
edit: having read it now, yeah, not changing my post. And it doesn't matter if your engine has more features if you hide all of them behind the shittiest docs ever.
Haven't even read it it yet but maybe THEY SHOULD WRITE SOME FUCKING DOCUMENTATION AND ACTUALLY SUPPORT THEIR FUCKING ENGINE
What a fucking waste of money Torque was.
Never buy it.
edit: having read it now, yeah, not changing my post. And it doesn't matter if your engine has more features if you hide all of them behind the shittiest docs ever.
Read the comments, they claim that documentation would be pointless because of the blazing speed at which they are adding and changing stuff.
Which incidentally makes your engine almost worthless as a development tool for any longer term dev cycle.
Predictably enough, two of those who volunteered have flaked, leaving two who don't look like they're going to. We still need more.
We have a working SVN, we have a totally amazing modeller, we have a totally amazing animator, we have two totally amazing coders, we have a totally amazing mapper, we have experience and an amazing concept and an awesome engine. So if you have what it takes to bust out some sweet code for our game, you should definitely come aboard.
But let me reiterate that "what it takes" includes motivation, free time, skill, free time, motivation, free time, skill, and free time. Do not sign up for this unless you can contribute. Don't waste everyone's time. We seek people who are genuinely excited about making a fantastic videogame.
Seriously guys, I'm using a kidder, but not now. Did you not play shotgun sunrise? This is a more awesome concept, a more robust engine, and higher overall motivation. Help these guys get some awesome team members. I would, but well, I lack at least seven of the things lacabra just mentioned.
I have no idea why I made this. I'm going to say it's because I'm teaching myself to work with higher polygon limits. Not because I found myself with nothing to do.
Do you use subdivisions or do you just go hardcore poly by poly?
Also, I think he means the back of the chair looks at a bit out of scale (large) to the rest. And the base wheel arms could use a bit of arch imo.
Poly by poly, I don't like subdivisions as it seems too easy for polygon counts to get out of hand, meaning you need to optimize a lot more than I prefer to do, unnecessarily
As for the arms... an arc where? Like, arching up to the base pole?
I dunno, he makes some decent points. Where his argument falls apart is when he tries to claim Torque is a better renderer than UE3. His claim that UE3 is completely forward rendered is patently false, as UE3 has done deferred shading for quite some time. Not sure if you can do it in the UDK, but the engine supports it (how do you think they do SSAO? Which is a completely deferred technique).
I still think Torque is going to stick in it's space, because you can get full source code access about 500k (or more) cheaper than you could even blink at a full UE3 license for.
I dunno, he makes some decent points. Where his argument falls apart is when he tries to claim Torque is a better renderer than UE3. His claim that UE3 is completely forward rendered is patently false, as UE3 has done deferred shading for quite some time. Not sure if you can do it in the UDK, but the engine supports it (how do you think they do SSAO? Which is a completely deferred technique).
I still think Torque is going to stick in it's space, because you can get full source code access about 500k (or more) cheaper than you could even blink at a full UE3 license for.
He certainly makes good points about the features of UE3 (at least a few of them) but is pretty off on what seems to be the purpose of the UDK. It certainly doesn't seem like we will need to move to UE3. And I agree about Torque. It's got some nice stuff in there, but to claim that it is overall a better platform than UE3 seems like a steep claim.
I mostly pointed it out because the guy seemed to get so offended by the whole ordeal.
So ultimately I beat Dragon Age and will begin work on my game, tonight if my friends don't rope me into MW2.
But before I can officially start, I need a name.
Setting: Steampunk + Magic + 1920'ish culture.
Main characters: Detectives with swords, and magic. More subtle like the force, opposite end of jrpg.
Gameplay: JKII with physics.
The names I've come up with are horrible.
Deftectives is all I got that I thought would be clever, but really sounds like a bad name.
E: I KNOW! 'Detectives with Swords and Magic: 1920s Steampunk Land: Rise of the Sith'
Right in front of me.
Alright, when I get home I'll work on the camera, which should be quick, and the melee combat, which will not be as quick. [Easy to model and implement the weapon, not so easy to animate and program the game to play like JK2 ]
Posts
http://www.garagegames.com/community/blog/view/18741
What a fucking waste of money Torque was.
Never buy it.
edit: having read it now, yeah, not changing my post. And it doesn't matter if your engine has more features if you hide all of them behind the shittiest docs ever.
Read the comments, they claim that documentation would be pointless because of the blazing speed at which they are adding and changing stuff.
Which incidentally makes your engine almost worthless as a development tool for any longer term dev cycle.
Hey, I have a blog! (Actually being updated again!)
3DS: 0860-3240-2604
Which game engines ARE Mac friendly?
this is a joke, right?
Yeah, it is.
Hey, I have a blog! (Actually being updated again!)
3DS: 0860-3240-2604
Hypercard
Otherwise known as "Build a Tribes Clone!"
Predictably enough, two of those who volunteered have flaked, leaving two who don't look like they're going to. We still need more.
We have a working SVN, we have a totally amazing modeller, we have a totally amazing animator, we have two totally amazing coders, we have a totally amazing mapper, we have experience and an amazing concept and an awesome engine. So if you have what it takes to bust out some sweet code for our game, you should definitely come aboard.
But let me reiterate that "what it takes" includes motivation, free time, skill, free time, motivation, free time, skill, and free time. Do not sign up for this unless you can contribute. Don't waste everyone's time. We seek people who are genuinely excited about making a fantastic videogame.
3ds friend code: 2981-6032-4118
3ds friend code: 2981-6032-4118
As opposed to you, a person with a large ass and a small upper body.
3ds friend code: 2981-6032-4118
I'm not sure what you mean by plausible, unless you just mean the sizing. Experimenting...
3ds friend code: 2981-6032-4118
Also, I think he means the back of the chair looks at a bit out of scale (large) to the rest. And the base wheel arms could use a bit of arch imo.
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
Poly by poly, I don't like subdivisions as it seems too easy for polygon counts to get out of hand, meaning you need to optimize a lot more than I prefer to do, unnecessarily
As for the arms... an arc where? Like, arching up to the base pole?
3ds friend code: 2981-6032-4118
http://www.order-office-chairs.com/
check out those pictures or do a GIS for some reference to give you ideas.
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
Yeah, I made this with no reference, just off the top of my head as I went along
3ds friend code: 2981-6032-4118
8-)
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
Is there a dildo sticking out of the seat?
I dunno, he makes some decent points. Where his argument falls apart is when he tries to claim Torque is a better renderer than UE3. His claim that UE3 is completely forward rendered is patently false, as UE3 has done deferred shading for quite some time. Not sure if you can do it in the UDK, but the engine supports it (how do you think they do SSAO? Which is a completely deferred technique).
I still think Torque is going to stick in it's space, because you can get full source code access about 500k (or more) cheaper than you could even blink at a full UE3 license for.
It will have my moneys when the time comes and the ancient dino prophecy is realized.
White FC: 0819 3350 1787
He certainly makes good points about the features of UE3 (at least a few of them) but is pretty off on what seems to be the purpose of the UDK. It certainly doesn't seem like we will need to move to UE3. And I agree about Torque. It's got some nice stuff in there, but to claim that it is overall a better platform than UE3 seems like a steep claim.
I mostly pointed it out because the guy seemed to get so offended by the whole ordeal.
But before I can officially start, I need a name.
Setting: Steampunk + Magic + 1920'ish culture.
Main characters: Detectives with swords, and magic. More subtle like the force, opposite end of jrpg.
Gameplay: JKII with physics.
The names I've come up with are horrible.
Deftectives is all I got that I thought would be clever, but really sounds like a bad name.
E: I KNOW! 'Detectives with Swords and Magic: 1920s Steampunk Land: Rise of the Sith'
Right in front of me.
Alright, when I get home I'll work on the camera, which should be quick, and the melee combat, which will not be as quick. [Easy to model and implement the weapon, not so easy to animate and program the game to play like JK2 ]
really?
Relatively.
geddit?
What are you doing to modify the camera? Just switching to the third-person camera?
Yeah, 3rd person camera and tweak the pawn aim vector(if necessary) and that'll do until much later in the game's development.
How about Knights of the Great Depression?
Ok, well the default 3rd person didn't really fit my requirements, but it's relatively trivial to get working.