@Leadwerks I felt that Win7 is less crappy than WinXP, and to be honest, it'd be nice to have support for DirectX11 as a game engine developer, or doesnt it? :D
@TheRealNici OpenGL 4 has tessellation like DX11, and runs on Windows XP, Vista, 7, and may work on Mac this summer. I have no interest in DirectX 11.
Of course, there's other things such as the fact that Windows XP 64bit wasn't really good at all. When I first used it, it was buggy as hell. Maybe they patched it somewhen, but it was far more horrible than Vista 64bit and 7 64bit.
@TheRealNici see know i thing your working to hard to prove a point :p your taking it way off the tracks of what most people would understand its like trying to convince a chatholic priest that metal music isnt satanic they dont under stand the concept and they dont care to :p so why bother make the argument (you do make a vary good point though)
@t1oxETy Uh, okay. So here's a little tipp: User rights management is something that is very, very, very important for security. The fact that Windows XP has messed up user permissions is a very welcome exploit for malware. I'm not sure if you get this, but Windows Vista/7 tried to fix one of the most important security issues windows has had for years. And it kind of succeeded. So my question is whether you understand the concept.
I have a question,Lets say you model a country,And you want to send that model from a jar file,Are we able to convert the model file into a JAR file so we can EASILY create games?,This would make a profession amount of money.
@PrelimseStudios During the development of LE2 we created all our really powerful and unique algorithms, and LE3 is us taking that research and turning it into a more user-friendly product.
@GordonFreeMANness The conundrum is that modern GPUs that support the format are the least likely to even need compression, while Intel's integrated crap is the least likely to support it, but would benefit the most from it.
A huge THANK YOU for adding a new texture format that support animation as well as ditching the DDS texture. I am very pleased with the art content pipeline updates, including the MAT editor.
I think the NM problem can be partially solved by runtime swizzling the rgba channgels. I think the red gets decimated so people use the A channel i think. There's articles written on the technique. Plus ATI NM format is hardware supported now (Crysis uses it I think and it's got the best NM's I've ever seen)
@Octamed I tried swizzling the texture with the "DXT5n" format, which is really just the DXT5 format with the red and alpha channels swapped, then a swizzled them in the shader. The results were MUCH better. So thanks for the suggestion.
I would love to use 3Dc / LATC but support for those formats seems to be rather spotty. I have no idea if they'll even work on iOS and Intel chips.
@Leadwerks Haha I was talking about the content in the video, not the video itself =P. Now anyway since we're on that subject, what I do is render my videos using the h.264 codec inside an mp4 container, aac for the audio codec, and at 720p 60fps with an unnecessarily high bit-rate just for fun. I render with Sony Vegas 10, and the files are a little over 100MB when done. My original raw uncompressed video files are over 2GB. No loss in quality. Youtube lowers quality for me just a smudge.
@Leadwerks I'm assuming you aren't using Sony Vegas like me, so what I'd suggest would be to just convert the file; even if it's in the format you want. I use FRAPS for screen capture, and like others, it doesn't have time to compress in real-time, so pretty much whatever you do to the file will help it's file size. I'm not sure if Windows Movie Maker has any options to help you out because I don't use it, but you might wanna look into using Super Converter or an alternative.
Looks cool, when do you expect to have it ready?
Geoxile 9 months ago
I'm assuming we can add more texture inputs via the shader?
IndieGameDeveloper 9 months ago
What, you're still using Windows XP? Oh wow, I'm having a nostalgic moment right now. Maybe you should upgrade to windows 7 and look into DirectX11
TheRealNici 11 months ago
@TheRealNici I have every operating system. I primarily use Windows XP because it doesn't have a bunch of crap everywhere.
Leadwerks 10 months ago
@Leadwerks I felt that Win7 is less crappy than WinXP, and to be honest, it'd be nice to have support for DirectX11 as a game engine developer, or doesnt it? :D
TheRealNici 10 months ago
@TheRealNici OpenGL 4 has tessellation like DX11, and runs on Windows XP, Vista, 7, and may work on Mac this summer. I have no interest in DirectX 11.
Leadwerks 10 months ago 3
@Leadwerks Oh right, I forgot that LE uses OGL. Btw, will it be available for Linux?
TheRealNici 10 months ago
@Leadwerks For tessellation in OpenGL 4 anyway need Powerfull Grafic card with hardware tessellation block.
Anton1987RU 9 months ago
@TheRealNici whats wrong with XP.
t1oxETy 6 months ago
@t1oxETy XP has got a very loose concept of user permissions
TheRealNici 6 months ago
@TheRealNici thats all?...lool
t1oxETy 6 months ago
@t1oxETy That's a pretty fucking big issue.
Of course, there's other things such as the fact that Windows XP 64bit wasn't really good at all. When I first used it, it was buggy as hell. Maybe they patched it somewhen, but it was far more horrible than Vista 64bit and 7 64bit.
TheRealNici 6 months ago
@TheRealNici i see no problem with it now :p at first it was really bad but now its fine :p
t1oxETy 6 months ago
@t1oxETy Programs can fuck around on your harddrive wherever they want? I think that is quite a problem.
TheRealNici 6 months ago
@TheRealNici see know i thing your working to hard to prove a point :p your taking it way off the tracks of what most people would understand its like trying to convince a chatholic priest that metal music isnt satanic they dont under stand the concept and they dont care to :p so why bother make the argument (you do make a vary good point though)
t1oxETy 6 months ago
@t1oxETy Uh, okay. So here's a little tipp: User rights management is something that is very, very, very important for security. The fact that Windows XP has messed up user permissions is a very welcome exploit for malware. I'm not sure if you get this, but Windows Vista/7 tried to fix one of the most important security issues windows has had for years. And it kind of succeeded. So my question is whether you understand the concept.
TheRealNici 6 months ago
@TheRealNici it was a little blury to me i got the just of it so thanks for clearing it up 100% and again i end with you make a good point
t1oxETy 6 months ago
I have a question,Lets say you model a country,And you want to send that model from a jar file,Are we able to convert the model file into a JAR file so we can EASILY create games?,This would make a profession amount of money.
rjniscool 11 months ago
@PrelimseStudios During the development of LE2 we created all our really powerful and unique algorithms, and LE3 is us taking that research and turning it into a more user-friendly product.
Leadwerks 1 year ago
nice video Josh! The material and texture editors looks really great.
Aggror89 1 year ago
wow, awesome
elecro2king 1 year ago
This is looking godlike, Josh. Can't wait for LE3..
If my school is really going to use Unity next year I'll point them to Leadwerks.
Evayrr 1 year ago
You should use 3Dc for normal map compression. DXT5 is suitable only for base textures.
GordonFreeMANness 1 year ago
@GordonFreeMANness Will 3Dc work on OpenGL ES devices? Do Intel integrated chips support it?
Leadwerks 1 year ago
@GordonFreeMANness The conundrum is that modern GPUs that support the format are the least likely to even need compression, while Intel's integrated crap is the least likely to support it, but would benefit the most from it.
Leadwerks 1 year ago
A huge THANK YOU for adding a new texture format that support animation as well as ditching the DDS texture. I am very pleased with the art content pipeline updates, including the MAT editor.
rekindledsoftware 1 year ago
I think the NM problem can be partially solved by runtime swizzling the rgba channgels. I think the red gets decimated so people use the A channel i think. There's articles written on the technique. Plus ATI NM format is hardware supported now (Crysis uses it I think and it's got the best NM's I've ever seen)
Octamed 1 year ago
@Octamed That's interesting. I read they did that in Doom 3.
Leadwerks 1 year ago
@Octamed I tried swizzling the texture with the "DXT5n" format, which is really just the DXT5 format with the red and alpha channels swapped, then a swizzled them in the shader. The results were MUCH better. So thanks for the suggestion.
I would love to use 3Dc / LATC but support for those formats seems to be rather spotty. I have no idea if they'll even work on iOS and Intel chips.
Leadwerks 1 year ago
You don't have any lossless compression options?
JimmaWetcha 1 year ago
@JimmaWetcha The uncompressed file was 2 gb and YouTube wouldn't upload it.
Leadwerks 1 year ago
@Leadwerks Haha I was talking about the content in the video, not the video itself =P. Now anyway since we're on that subject, what I do is render my videos using the h.264 codec inside an mp4 container, aac for the audio codec, and at 720p 60fps with an unnecessarily high bit-rate just for fun. I render with Sony Vegas 10, and the files are a little over 100MB when done. My original raw uncompressed video files are over 2GB. No loss in quality. Youtube lowers quality for me just a smudge.
JimmaWetcha 1 year ago
@Leadwerks I'm assuming you aren't using Sony Vegas like me, so what I'd suggest would be to just convert the file; even if it's in the format you want. I use FRAPS for screen capture, and like others, it doesn't have time to compress in real-time, so pretty much whatever you do to the file will help it's file size. I'm not sure if Windows Movie Maker has any options to help you out because I don't use it, but you might wanna look into using Super Converter or an alternative.
JimmaWetcha 1 year ago