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Re: BlendELF NEW DEMO!!! [Re: WretchedSid] #306110
01/19/10 20:07
01/19/10 20:07
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
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Redeemer  Offline
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Those are some impressive videos/shots, Ambassador. I like the fact that you are making this engine cross platform.

Keep up the excellent work laugh


Eats commas for breakfast.

Play Barony: Cursed Edition!
Re: BlendELF NEW DEMO!!! [Re: WretchedSid] #306246
01/20/10 17:59
01/20/10 17:59
Joined: Jul 2004
Posts: 1,924
Finland
Ambassador Offline OP
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Ambassador  Offline OP
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Joined: Jul 2004
Posts: 1,924
Finland
@Sylar

My bro has a mac book, might be able to compile something with it, not sure though...

Re: BlendELF NEW DEMO!!! [Re: Ambassador] #308827
02/05/10 11:21
02/05/10 11:21
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Posts: 2,640
Earth
*pressure* soo.... any news on this? any new ground breaking features? *pressure* tongue


~"I never let school interfere with my education"~
-Mark Twain
Re: BlendELF NEW DEMO!!! [Re: Germanunkol] #308894
02/05/10 17:22
02/05/10 17:22
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
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Redeemer  Offline
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Posts: 1,660
North America
Hope you're not stuck on some mysterious pointer error in your engine, like I am...


Eats commas for breakfast.

Play Barony: Cursed Edition!
Re: BlendELF NEW DEMO!!! [Re: Redeemer] #308984
02/06/10 10:44
02/06/10 10:44
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
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Inestical  Offline
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Finland
If you're having some issues, problems or ideas I suggest to post them to the BlendELF Forums.




"Yesterday was once today's tomorrow."
Re: BlendELF NEW DEMO!!! [Re: Inestical] #308992
02/06/10 12:19
02/06/10 12:19
Joined: Jul 2004
Posts: 1,924
Finland
Ambassador Offline OP
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Ambassador  Offline OP
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Joined: Jul 2004
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Finland
@Germanukol

Have been working on the GUI, now moving to other stuff needed for the editor (registering collisions, ray cast, etc). Killing two birds with one stone since those will be needed by a lot of other stuff also, like game logics in general grin

@Redeemer

I get those every once in a while ;D doesn't usually take that long to fix them though.

Re: BlendELF Debug View [Re: Ambassador] #310531
02/15/10 10:07
02/15/10 10:07
Joined: Jul 2004
Posts: 1,924
Finland
Ambassador Offline OP
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Ambassador  Offline OP
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Finland
So I worked on debug view for my engine a few days ago...

LINK TO FULL SIZED IMAGE



I'll probably be using this for the editor. Other than that, have been working on ray casting, etc. Also got 6000 lines of code eliminated by rationalizing the LUA script bindings. grin

Last edited by Ambassador; 02/15/10 10:23.
Re: BlendELF Debug View [Re: Ambassador] #310547
02/15/10 12:33
02/15/10 12:33
Joined: Oct 2009
Posts: 11
Y
Yaz90 Offline
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Yaz90  Offline
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Y

Joined: Oct 2009
Posts: 11
Looks beautiful, do I see parallax occlusion? Or is it a different method of one of those 100 versions of pom? tongue

Re: BlendELF Debug View [Re: Yaz90] #310581
02/15/10 18:31
02/15/10 18:31
Joined: Jul 2004
Posts: 1,924
Finland
Ambassador Offline OP
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Ambassador  Offline OP
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Posts: 1,924
Finland
Just virtual parallax mapping for now, not parallax occlusion mapping wink.

Re: BlendELF Debug View [Re: Ambassador] #311853
02/21/10 19:58
02/21/10 19:58
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
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Joey  Offline
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Cambridge
but that's just a shader, right? if you're using directx, shader support is already there, isn't it? what about other engine features such as physics, light and scene management, user interface, culling etc.? i'm curious ^^

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