just sharing a link as I noticed that you guys have kind of a mix of navigation nodes and meshes http://www.ai-blog.net/archives/000152.html I noticed that you guys did as well placed not to many nodes or mesh points I assume because of the performance? there are a few interesting points in that article regarding…
Really interesting article, renderhjs. How are you finding navigation meshes other than the performance issues? My engine currently uses a mixture of navigation meshes and nodes and is further optimised by the way it partitions locations into rooms. The editor itself handles all this invisibly (with the option to manually…
The polys includes 4 copies of the room, other rooms out of the view and also two character models off-screen. I had just stuck the game in editor mode (no culling) to take some snaps. All the textures are generally 128x128 with a simple diffuse map. The props are between 100 - 500 tris each, depending on what they are.…
As everyone else has already stated, I love the style. It's an exaggerated take on what are normally "serious" characters. Are you using a custom engine for this, or are you working with middleware? How exactly do you plan on incorporating user content of the game is going to be on-line? Is there going to be an on-line…
Been optimising the network code for the editor so that it doesn't use so much bandwidth. Also been getting co-operative play back in the main branch. [ame=http://uk.youtube.com/watch?v=Y5Ai4kuXKn8]Co-op play combat[/ame] Jeremy's props have been put into the quarters scene and lit, he's updated his initial screenshots…
Thanks for all the positive comments from everyone. I'm sure the artists really appreciate it - they've put a lot of work into what we have so far, Carl especially :D It's awesome to see lots of people excited about the game. It's a custom engine I've been working on for a while. Originally it was to be used for a survival…