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About Jeff.Leigh

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  1. HelloWorld 2012 12 26 09 48 17 22

    This is exactly where I started with my own game engine, and I'm sure where a lot of us start.    And once you know how to get here... it just gets more and more awesome. :)
  2. Antilia

    Samples of Dynamic Shadows from Antilia
  3. Earth Cubed

    Neat!  I was thinking about experimenting with this myself, but haven't had time due to other projects.  It'll be fun to see where it leads!
  4. No more fight to give

    I think I know where you're coming from, SIC. By yourself - it is completely overwhelming. But perhaps instead of seeing the completed project with a budding company behind it as [i]your[/i] goal, perhaps set your goal a little closer to your current situation.While I'd love Antilia to one day be this immense, beautiful, immerse world to explore... that's not what I set out to build when I work on it. That would be impossible for me. I set out to get two players in-game on a server and see one another move around. Then I set out to make the world look nicer. Some people noticed it, and offered to help me. So we set out to get a little sample gameplay - fishing and cooking. Then a better character creation system.... In the past I've tried different ideas - volunteer programs, internships, etc.. and you do end up with a lot of people who aren't necessarily right on the dev team. Since then, I've tried to kind of keep the door open - but not just let everyone in, and found a good balance. One thing I did learn for certain though - is that it does take more than one. I still fill too many roles in Antilia's development - lead programmer, engine maintenance, tool maintenance, lead artist, modeler, animator - etc.... and some tasks I've learned I'm just not good at, I [i]need[/i] people to help fill in gaps that still exist in the the team. I cringe now when I look at earlier screenshots of my project, but that's ok. I was less experienced then and had fewer people helping out. Those earlier shots and demos were enough to get other people interested in the project - and some of them even said "say, I'd like to try making some better textures for Antilia." Seriously, keep at it - it is a mountain to climb with all sorts of surprises, obstacles, opportunities, and shortcuts to be found along the way.
  5. Blender

    Very nice art! (Although, I can't say I like Blender honestly. I consider myself a fairly creative person, and I can find my way around most 3D apps pretty quick - 3D max, maya, all pretty intuitive with good work-flows. I consider Blender is the worst when it comes to smart UI design and user-friendliness.)
  6. When I look at something I just finished working on, it is sometime hard to tell if it truly looks right - or it only looks right because I've been working on it so long that I've grown accustomed to it looking that way. With new assets, I like to look at something else for a few days, so that when I go back and take another look - new things jump out in the scene that aren't right. This is almost always the case with something like a new character it seems - which makes development of such a bit slow-going. This month I've been working on improving the overall presentation and "magic" of our world. When we originally created the alpha-testing gameworld, we did so as a "Thirty Days of World Building" initiative (In fact, here is a nifty visual calendar of that event.) Back in September, we were rushing to create the island as fast as we could - but lately I've been spending time studying each page of scenery and considering how to improve the scene composition from every angle. Sometimes this involves moving things around into more interesting 'groups' - in other cases it means adding the right details and touches. Really though - you have to see this month's new features in action: [media][/media] One particular problem we have with our "endless terrain" system is the feeling that because you can see so far into the distance from any point, that it cause the scene to look and feel the same even when you do add these local details. To help combat this, we added some localized atmospheric rendering, which I feel helps dramatically. Because the atmospheric rays are local, they change based on what is casting shadows in the scene, so that two similar areas only a short distance apart can feel quite different. As I don't currently use any sort of deferred shading, the rays are currently achieved with several player-facing quads placed so that they fill the viewport at multiple depths. This gives the effect some depth-testing, and then each quad samples the shadow map several times between those layers. Doing this as a full-screen post effect with deferred rendering would be easier, and as I hope to add SSAO soon, it will no-doubt be reworked to perform as a post effect at that time. The second thing we worked on this month - and the much larger thing - is our first new character model. A common comment on the previous characters was that their eyes were unnerving - staring wide-eyed into the distance all the time, and that their postures and animations were poor. Our new character meshes now have facial rigging, giving us the opportunity to make them much more expressive. As we use our own modeling software, I added a feature whereby each LOD level can have it's own skeleton - so that players on lower-end systems can reduce their LOD, and bones flagged "high-detail only" are ignored (dropping their associated vertexes into their parent bone instead). I also overhauled our animation system - which previously only permitted a single animation to be played on a mesh at any given time. Animation is now much more complex - with multiple layers of animation being blended together as needed and smooth automatic transitions between layer states. (More on that is presented in the video above.) That's it for this month - with the weapons and animation system in place, I can finally start thinking combat.
  7. ShaderMap 2 Now Available

    Looks pretty sweet.
  8. Runtime Compiled C++

    Wow, I'd like to try this sometime.... my codebase is around 400k lines of code, and the recompile/link times can be painful when making small adjustments to the code.
  9. What is this place? It's vaguely familiar...

    To be honest - I generally don't like cel-shading in video games. On occasion it is used to great effect, but more frequently it is abused. Cel-shaded graphics in a space setting however... for some reason I find that quite appealing. Welcome back. [img][/img]
  10. Treasure Adventure Game

    Looks like a fun comic, actually.
  11. New 16x16 blocks for a better looking spaceship

    Ah wow - looks really sharp.
  12. Game Engine

    If it's something you want to do, I say go for it. You will certainly learn a lot in the process, and be more useful to future companies if you know not only how to [i]use[/i] an engine, but how game engines [i]work[/i] and how to solve problems other API-level programmers will struggle to fix. I've developed several game engines myself, and each time I do it, I find better ways to do things along the way. Of course, building an engine isn't a weekend hobby. Getting a basic rendering core going is something that can be done in a few months - but really making a fully-featured engine can take years.
  13. Forest graphics

    Wow, I like the look of those, and the rocks as well.
  14. Diablo 3

    Too... many... error 37... jokes.... [img][/img]
  15. Kickstarter - Hungry Fins and Drifter

    [img][/img] It can be strange and puzzling sometimes. On the one hand, iOS gets press... on the other, there are still a huge number of people enjoying MS solitare and minesweeper, who simply don't follow facebook and iOS trends. Question is, how to [i]reach [/i]and really excite that market. Hmmm.. Anyway, best of luck for your project - I think it looks fun!