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Re: Modding

Yes, that's true, it's possible that I could expose a parameter configuration file for the numerous constants that I have hanging around that affect the PCG.

PS ~ Congrats on 100+ posts ;)

Re: Modding

Yeah, mod-support and open-source are totally different things. To make something open-source, you pick a license, attach, release the code, done. To make something mod-compatible, however, you need to have an interface between the game core and user-produced content. Many games I've seen take the ...

Re: Mouse or Keyboard

Hi Josh, glad to explain it. Basically I just want something like what Freelancer has. Sorry I forgot some of how I flew my ship in Freelancer, seems to be combination of the arrow keys and I think the spacebar. Thing is I cannot simultaneously use both hands. I am right handed, so I primarily fly ...

Re: On Testing and Demos

Hey Ringo, this is a big concern for me as well, what with the custom engine and the reliance on that infamous, piece-of-$#!7 OpenGL extension system. My primary concern, like you, is booting. If the game starts and everything loads, I think it's all pretty good from there. But I'm sure we're going ...

Re: Modding

Hey NucNuc, The issue is not that I am concerned about my "secrets" or anything like that. The issue is that it is difficult to integrate moddability into the engine at this stage, when I am quite far along in the development process and have already written most of the interfaces in native c++. To ...

Re: Specs?

I hate to be a log in the damp dirt here, but how could one possibly have a GPU that only comes integrated with Intel's 2011 Sandy Bridge processors inside a 2009 Core 2 Duo? Hi Tiel! It is a very good question and it turns out I made a mistake on that!! Someone mentioned it in another forum and I ...

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