Jump to content

  • Log In with Google      Sign In   
  • Create Account


Lee A. Stripp

Member Since 06 Oct 2010
Offline Last Active Mar 12 2013 11:54 PM
-----

Posts I've Made

In Topic: Displaying part of an Object existing outside the Viewport...

07 March 2013 - 12:34 PM

Just setup 2 camera's, do your culling based on one cameras frustum (or your method) and use the second camera as the viewing camera. that way you can move the second camera around and see the results better. Does this make sense?


In Topic: Requesting Engine Knowledge

15 October 2012 - 10:04 PM

Step 1
I would strongly suggest finding an engine first, that will have the necessary programming language for your team. Don't learn a language first, use your teams strengths.

Step 2
Make a very simple game to get your team working well together before taking on a large project like this.

Step 3
You will know all you need at this point to comprehend the massive scale of the project your team wish to create. Good luck.

In Topic: Requesting Engine Knowledge

12 October 2012 - 03:40 AM

http://www.unrealeng...e/asuras_wrath/

From what I can tell they use Unreal Engine a lot.

In Topic: Pause Game: How should it be treated?

05 September 2012 - 11:56 AM

Yep CC Ricers, nice and fast too :-)

In Topic: Pause Game: How should it be treated?

05 September 2012 - 03:55 AM

Yep what Spiro said :-) Great idea for your game.

My engine does things a little different, when going into pause state I change the entire path, all my subsystems are class based and can be freely swapped so this is easy and as for the paused scene I just take a snapshot of the framebuffer and in the menu I just display it as a texture on a quad (but my engine is very flexible and it could be done other ways), no need to re-render the game scene. I also take care to manage my timers, each subsystem has its own set etc... As I said above, if you want more complex flow put the effort in and it will pay off later.

Hope this is helping and not putting you off :-)

PARTNERS