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zebeste

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  1. Quote:Original post by PlayerX The new license also only entitles you to use it for one project unless you purchase either the Industrial or Professional license. These don't give prices so you probably can't afford them. Section II.4 of the new standard license: "The Licensee may create an unlimited number of Works using the C4 Engine." However, you cannot make money money off of the new Basic Edition, so if you want to sell something you have to upgrade to the standard license for the difference in cost. You also cannot make more than $100 per copy of a product sold with the Standard License. The voxel terrain actually uses texture arrays (if the hardware and drivers support it). You do not have access to glsl or cg with C4. You make your own shaders through the shader editor, then C4 creates the shaders itself from that in the shader language most appropriate for the platform it's being run on. 2.0 is going to be released by the end of this month (there's going to be a very short beta period sometime before that for current licensees). If you're worried about the visual quality of the demo please keep in mind that it is largely Eric's programmer art (In the 2.0 alpha it is definitely improved, and the 2.0 release has even more that current licensees haven't had access to yet). To get a better idea of what you can achieve look at the screenshots page AND the showcase section in the forums. I'd recommend C4 if C++ is your preferred programming language. That's one reason why I picked it. The community is another (they are generally very helpful and professional). Probably the biggest reason I bought into it was Eric's 'resume'. Basically, if you look at what he has done you can see he is a professional in this field with a good reputation, and that gives me confidence that C4 will continue to have strong development in the future (and his inhouse voxel terrain solution, shader editor, and soon to be physics has proven me right on this). [Edited by - zebeste on May 22, 2010 9:56:48 AM]
  2. AFAIK programming in Unity doesn't support C++, as was listed as in the OP's list of requirements. I know it supports C#, and I think a couple other languages, but not C++.
  3. Unity

    Nope, I'm not a developer of the engine (that title is reserved for Eric Lengyel). I don't know why it froze you laptop, but the physics in the engine is getting a complete overhaul in the next release. Also, one of the members maintains a PhysX integration which supposedly works quite well. Currently, the character uses a collision capsule for physics, which probably explains why it feels a little wierd, but as of the next release users will be able to use the world editor to use combinations of geometric shapes on models to represent more complex collision volumes.
  4. Unity

    I recommend you take a look at the C4 engine: C4 Engine Feel free to join the forums if you have any questions. If you ask here, I'll try to answer as best I can, but you will get more complete answers there. A couple of nice points about the engine: -$350 for standard license-no limits on features or how many copies you can sell. You just can't charge more than $100 per unit. -Free updates for life -You get the source -Excellent community -Extremely stable with lots of features
  5. The demo from terathon has a couple of levels that feature voxel terrain. The cemetery level forms an arch over the path at one point. If you try to run it using intel graphics, then I believe that the terrain will simply look black. The reason this occurs is that the engine uses certain features of OpenGL when texturing the terrain that are not supported by Intel graphics. However, standard heightmap terrains, which is what almost every other engine supports, should work. If you have other questions, I recommend you join the C4 forums. Eric is very helpful and willing to answer questions like these, and he can do it better and more completely than I can.
  6. You will have to do a fair amount of the AI in C++. C4 has a visual scripting system (which you can use in the demo, and I recommend you try it), and you can create new methods for it in C++ ( I believe there is an example for creating a new method for the visual script editor in the C4 wiki). If you made the right methods in C++ for the visual script editor, then you would be able to do AI with it. As it is, though, you won't be able to get away with just using the visual script editor. Also, there is no Lua or python integration in C4 (I suspect a couple members have done some work in this regard, but nothing useful is available for the rest of us). In terms of Intel graphics: unfortunately they are very common, and they aren't very good for serious gaming. C4 does support the Intel GMA X3000 and later, but you won't be able to use the voxel terrain with it.
  7. I've been a C4 user for a couple years now, and I also am very fond of it. The support offered by the community and Eric Lengyel is phenominal. In fact Eric is one of the reasons I bought it, if you look at his history, he is clearly an expert in the field, and I felt that I could trust him to continue working on and improving the engine without fear of it dieing. Another reason I like it is that I get free updates for life with my license, and I get all the features. Like 3shirtlessmen, Eric has also been kind enough to implement small features for me, many times without me asking directly (I asked if they were possible, and he implemented them for the next release when they weren't). Currently, physics is a little lacking, but the next release will feature full support for physics. Given Eric's high release rate, I'm expecting this sometime in the next couple of months. If you don't want to wait, there is an implemention of PhysX which is maintained by one of the community members, and is fairly simple to incorporate into a project, but if you use it, you might lose some portability to other platforms. C4 doesn't assume anything about the type of game you are creating. The engine is designed to be a foundation for any type of game, and as such, there really isn't an AI implementation. However, given that AI is genre and game specific, I think you'd have a hard time finding any engine that does what you need in this regard. In terms of programming, in order to do much with C4, you will have to use C++. However, only a basic understanding of oop is needed, and I know of other members who have used C4 while learning what they need to. C4 is very well designed, and has extremely clean and professional code. As long as you don't use any platform specific external libraries, you will be able to compile your project for both Windows and Mac without modification. If you have an xbox360 or ps3 devkit and the c4 professional license, then you can also compile for the those two platforms. I recommend you take a look at this site: Release notes In particular, look at the frequency of releases and the amount of content in each release. The demo includes all of the tools such as the world editor, so you can learn to use them before purchasing. Another thing to look at: Road map c4 is an innovative engine that not only takes advantage of current technologies, but also plans for the future. Also, when you look at the demo, remember that much of it is programmer art, but look carefully. Shoot hanging lights to see the dynamic lighting, look at brick walls to see parallax+horizon mapping, etc. You'll definately want to look here through the showcase forum: Showcase forum A couple of interesting things being done with C4: Quest of Persia (be sure to look at the gameplay trailor on that page also) Ludicrous Some Dexsoft Models in C4 A quick summary of some of the pros and cons: Pro: Free updates for life Excellent support and community Excellent performance/stability/features All tools are included Cons: Physics not complete (soon though) No built in AI Must use C++ (depending on the person) I can't say much about the other engines you've asked about because I haven't used them, so I'm not going to say anything regarding them.
  8. Oh lovely blue book I wish to run a business Do show me the way
  9. Thank you so much for your help, its pretty central to my game. I really need to learn this stuff better.
  10. Thanks for the reply. I didn't realize the method I posted assumed that, but I think I know how to deal with that. If I find the closest point on the plane that the triangle lies in to my arbitrary point, then plug that into the function you posted, it should give me the closest point on the triangle to my arbitrary point, correct? Also, I'm not entirely sure how to calculate the perpendicular dot product. Everything I've found so far on it refers to 2d instead of 3d. How do I calculate it in this scenario? [Edited by - zebeste on April 3, 2009 2:17:18 PM]
  11. Thanks
  12. Basically, I have the same problem that was raised here: link Where I have an arbitrary point in 3d space and a triangle, and I want to find the the coordinates of the point on the triangle that is closest to my point in 3d space. I'm interested in the pseudocode very last post on the page I linked, however, no one posted there to verify whether or not it was accurate, and I don't understand the math well enough to verify it myself. Also, there was a vague place or two that I'm wasn't clear about. I've created some code that reflects the pseudocode as best as I could understand, and I was hoping someone would help me fix any errors. Vector3D GetClosestPointOnTri(Vector3D& point,Vector3D& v0,Vector3D& v1,Vector3D& v2) { Vector3D r0; Vector3D r1; Vector3D r2; float q1; float q2; float t; r0 = point - v0; r1 = v1 - v0; r2 = v2 - v0; q1 = Dot(r1,r0) / SquaredMag(r1); q2 = Dot(r2,r0) / SquaredMag(r2); if((q1 > 0) && (q2 > 0) && (q1 + q2 < 1)) { return (v0 + (r1 * q1) + (r2 * q2)); } if(q1 < 0) { if(q2 < 0) { return v0; } else if(q2 > 1) { return v2; } else { return (v0 + (r2 * q2)); } } if(q2 < 0) { if(q1 > 1) { return v1; //is this right? } else { return Vector3D(-3000,-3000,-3000); //What actually goes here? } } if((q1 > 0) && (q2 > 0)) { t = (1 - q1 + q2) / 2; if(t > 1) { return v2; } else if(t < 0) { return v0; } else { return (v0 + v1 + ((v2 - v1) * t)); } } return Vector3D(-5000,-5000,-5000); } EDIT: also, what are the tags for putting code into a scrollbox, the ones I'm trying aren't working [Edited by - zebeste on April 3, 2009 11:11:32 AM]
  13. Don't know if there is a single command that will do this, but, you could get the position of the mouse cursor at the time of the click, and then every frame after set its position to that. I know its possible, just don't ask me the specific commands.