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Author Topic: 2.05 is INCREDIBLE  (Read 1252 times)
Architex
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« on: July 03, 2009, 12:24:23 AM »

I just gotta say it, right here and right now.  Just amazing Gekido, great work.  I love the brand new sky system, it's amazing!  One of the best releases yet. 
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Squat
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« Reply #1 on: July 03, 2009, 03:33:22 AM »

I agree. It's an excellent update. The new sky system is freakin awesome.
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pixel_legolas
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« Reply #2 on: July 03, 2009, 04:01:03 AM »

Glad to hear that you like it so far. I am at work and can only follow this update on the forum right now, damnit! Smiley I am looking forward to try it this weekend.

I really hope a release like this can get the "old-timers" back that where uncertain if they wanted to go with GC.

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Architex
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« Reply #3 on: July 03, 2009, 09:27:00 PM »

The only question I have about the sky system is, is it now possible to have the environment change from day to night real time inside the game by itself?  This would be especially be great for rpg type of games, like in fallout 3 or something.
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Squat
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« Reply #4 on: July 03, 2009, 11:46:48 PM »

I'm pretty sure you can script the time of day to cycle.

While I never doubted GC as my platform, I doubted myself and my own abilities and restraints. If my project doesn't see the light of day on this engine, it means it's dead. The good news, however, is that I have at least another 5 months to see what I can come up with. Unfortunately for the rest of us, mean old Uncle Squatty will be staying around a bit longer.
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Ron
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« Reply #5 on: July 04, 2009, 12:41:30 AM »

Uncle Squatty will be staying around a bit longer.

Best news of the day (that and 2.0.5 of course), always look forward to your posts and insight into game programming.
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Architex
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« Reply #6 on: July 04, 2009, 06:46:23 PM »

Well, to shed some light on this magnificient software, I think GC has definately proved itself that it will not give up on improving.  To think of it, this software started by using OPENGL with limited capability, with the terrain only using a 'grid' texture map with bouncing flying cars, and other primitive features.  Now, MP, sky system, foliage spawners, and the list goes on.  All we need is just a little more time, and I have faith somebody will make a publishable product with it made available to everybody. 
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hikmayan
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« Reply #7 on: July 04, 2009, 07:05:49 PM »

Oh yeah!...GC has definately proved itself;best part is we haven't seen anything yet,as long as the improvement continue....sky is the limit. GC need to work on Lighting Engine that support both "Indie/Professional"...I am talking about user able to work "lighting System" in any scene in question without coding and looks professional. Overal "Mike" I am pleased in terms of the direction this Engine is heading.....way up there!...with the so-called "BIG BOYZZZZZZZZZZZZZZZZ". Smiley
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You have to be in it.....to win it!
gekido
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« Reply #8 on: July 17, 2009, 11:44:56 PM »

thanx for the kind words.  the team put alot of hard work into this release and we're fairly pleased with how it came together.

You can indeed script the time of day from within your game - as well as modify things like the amount of cloud cover and so on.

the only thing that isn't 100% automatic with the time of day at the moment is the fog color, so you need to adjust that manually, but this will likely be integrated so that it's all combined into the same system as well.

http://www.gamecore3d.com/docs/scripting-reference/classes/World/SetTimeOfDay
http://www.gamecore3d.com/docs/scripting-reference/classes/World/SetCloudCoverage
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pixel_legolas
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« Reply #9 on: July 18, 2009, 08:29:27 AM »

i havent played around much with the cloud system but it felt like all clouds looked almost the same. To get a "deep space, never-seen cloud sunet" I still have to use a sphere with a custom texture right? This is basically only to emulate "Normal earth" clouds?
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Squat
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« Reply #10 on: July 18, 2009, 01:33:22 PM »

Those clouds are textured onto a flat plane and will never show real depth.

A sphere is too sharp and we don't have edge falloff, you'll actually want to create a particle system, which is kind of easy for clouds since they can last a long time and hardly move. You'll be able to fly through them then.
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gekido
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« Reply #11 on: August 23, 2009, 01:32:31 AM »

for metajets (the soon to be released gamecore title) we used a combination of clouds baked into the skybox / dome with actual alpha mapped 'cloud planes' for closer clouds so there is more of a parallax effect.  you could go even further and use the fx system to actually create some 'cloud fx' potentially to give them a bit more depth, but that's only really necessary if the user can fly through them or get near enough to need to see depth.

future releases of the sky system will allow other types of cloud generation - the system at the current time has a simple perlin noise generation for the clouds, which doesn't give us quite as much variety as we want ideally, but looks pretty good for most cases.
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karmacomposer
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« Reply #12 on: September 16, 2009, 11:07:43 AM »

Congratulations on this release - it is VERY impressive.

I have always kept tabs on Gamecore from time to time, but now it really does impress me.  I really like the trailer - VERY well done (and this is coming from someone in production who makes video trailers and TV shows).

I can't wait to see if I can FINALLY make a game (TBH, I suck at making games of any kind, so if I can make one with GC, THAT would be a massive statement) with gamecore.

Mike
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