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if leadwerks had all of this it would be the greatest and cheapest engine in the world.


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Posted

 

 

i don't think game engines should go up in price when things are added on to it.

 

i see one day Leadwerks engine will be 2 quarters of a million dollars and i also find it not feasible.

 

if you sold this engine for 500 bucks a person and once people here what this engine can do you'll have 500x50000 = 25,000,000. hell it wont be 500000x50000 but i believe its still worth it. source code is something else in pricing...

 

eh just giving ideas.

Posted

Half or more of those features are obsolete and automatically present when using a Voxel engine.

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Posted

I know that I used to feel the game engines "feature lust" quite a lot. But recently I've been cooling down and thinking that 'basic stuff' is really quite advanced. I still beg for flowgraphs every chance I get though.

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Posted

Nobody is, since nobody has the guts to try something new and possibly better. Only id software has, and they will once again show the world what to do. And then there are still people who don't listen to John Carmack.

http://www.pcper.com/article.php?aid=532

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

Posted

Intel is all about profit and so is Nvidia. They'll never do anything to prove something.

 

John Carmack is a genius. I think he should talk to AMD/ATi.

Posted

At least half of these features are already perfectly possible, although it would indeed be nice to have them included. But then again, you will get a lot of projects that look and feel the same.

Posted

I wonder how a single softbody would work as water. For diving underwater you would just disable the collision.

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

Posted

Mm, only things I want to take from that is a better tree wind animation and carved-in terrains built-in. (I know I can make my own models, but heh).

Posted

Every single thing in the video except the Crysis and Far Cry 2 stuff are from open source technical demos that could easily be implemented by anyone.

 

I have utilized the code in that nVidia demo that is listed under "procedurally generated terrain for unique environments each time". It is from an nVidia demo showing how to realistically render waterfalls with wetness, particles, foam, falls, spray, drops, and fluid dynamics. The whole "procedural terrain" aspect is just metaballs. (Metaballs -> Voxels is key to 80% of the stuff in that video).

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