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Re: Aum108 ready
[Re: MasterQ32]
#415768
01/23/13 13:55
01/23/13 13:55
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Joined: Apr 2008
Posts: 2,488
ratchet
Expert
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Expert
Joined: Apr 2008
Posts: 2,488
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Thanks Georges ! Always a pleasure to read the 3DGS programming bible  For the RPG , i like the adjustable day/night panel. Have you some idea on what will it be after RPG templates ? I personnaly don't use the template, but pick the code that interests me from the RPG or FPS templates (for example i liked a lot the short and clear weapons code done after the FPS complete template was finished).
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Re: Aum108 ready
[Re: ratchet]
#415771
01/23/13 14:01
01/23/13 14:01
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Joined: Dec 2003
Posts: 1,225 germany
gri
Serious User
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Serious User
Joined: Dec 2003
Posts: 1,225
germany
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I could not believe ... until now  Thank you very much George .
"Make a great game or kill it early" (Bruce Shelley, Ensemble Studios)
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Re: Aum108 ready
[Re: sivan]
#415774
01/23/13 15:02
01/23/13 15:02
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Joined: Apr 2008
Posts: 2,488
ratchet
Expert
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Expert
Joined: Apr 2008
Posts: 2,488
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Yes i would have to know what he used : BSP and models ? Some custom view/culling system ? What optimisation tips has he used. How does he managed ennemy AI ? (launch ennemy action only when player is near ?), what AI system to search for player ? That's sad normal mapping seems to not be used in levels , perhaps it was too much power consuming to keep a good neought frame rate ? Anyway this is a GOOD COMPLETED Indie game 
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