Search found 95 matches
- 2012-08-24, 17:01
- Forum: Models, Materials, Textures, Sound, Music, ...
- Topic: Real-Time Skybox?
- Replies: 5
- Views: 21376
Re: Real-Time Skybox?
If you need a dynamic 2D skybox, you could alter the skybox texture in realtime, this would let you have dynamic sun and the base sky colouring, a shader could do that for GPU acceleration. For clouds you'd probably just want a transparent 2D ceiling texture, along with a shader you could have fake ...
- 2012-08-12, 10:15
- Forum: Coding and Scripting
- Topic: Server on Raspberry Pi
- Replies: 3
- Views: 15821
Re: Server on Raspberry Pi
I doubt it'd have the power to have low latency PvP combat unless you had really low power optimized AI and not much else happening.
Cafu should be portable to ARM, a lot of libs work on ARM and you could have a null video/audio and run it CLI only since it's just to act as a server.
Cafu should be portable to ARM, a lot of libs work on ARM and you could have a null video/audio and run it CLI only since it's just to act as a server.
- 2012-06-19, 20:27
- Forum: Coding and Scripting
- Topic: Simple sphere
- Replies: 3
- Views: 15216
Re: Simple sphere
Most games don't use a sphere or dome for the skybox, instead it's a box that has a spherical projection on it. You can speed up the shader by having a vector map instead of texture data and have an almost purely shader sky.
Some games use a dome mesh tied to player position, not many.
Some games use a dome mesh tied to player position, not many.
- 2012-06-16, 03:54
- Forum: Coding and Scripting
- Topic: Calling script functions from code
- Replies: 37
- Views: 120177
Re: Calling script functions from code
Well if you have weapon stats set to vars you could simply have the vars changed on the fly in console and with Lua.
- 2012-06-16, 03:48
- Forum: Cafu Engine Support and Discussion
- Topic: Foobarena: Cafu Modproject for 7dfps
- Replies: 2
- Views: 3771
Re: Foobarena: Cafu Modproject for 7dfps
Randomly generated enemies is an interesting concept, if the AI was also adaptive it'd make for an interesting survival game.
When you kill the robots you could scrap them for parts and use the scrap parts to help you; turrets, robots, barricades.
When you kill the robots you could scrap them for parts and use the scrap parts to help you; turrets, robots, barricades.
- 2012-06-15, 16:21
- Forum: Editing and Mapping with CaWE
- Topic: Terrain size
- Replies: 11
- Views: 24702
Re: Terrain size
I've gone above the recommended size and it kept working, it's more a warning because it hasn't been tested beyond that size, but the code is pretty stable and should handle it. Level streaming is pretty much mandatory for extremely large and detailed maps, an "easy" way of hacking this in is by hav...
- 2012-06-13, 04:09
- Forum: Editing and Mapping with CaWE
- Topic: Terrain size
- Replies: 11
- Views: 24702
Re: Terrain size
Cafu has a LoD system which will pick meshes based on set distances, it does not dynamically reduce a mesh, that would take up too much power unless you implemented "tessellation" support. You just have multiple meshes, a single texture and the distances and meshes in the descriptor file. For a giga...
- 2012-06-12, 20:03
- Forum: Editing and Mapping with CaWE
- Topic: Terrain size
- Replies: 11
- Views: 24702
Re: Terrain size
There's no texture mixing yet, although it could be modded in, using paint map as a blend map. Depth fog can be done as a shader, or you can modify the renderer. For max skybox and icon quality use the noCompression flag, don't use that for general textures though. In practise the base terrain is de...
- 2012-06-12, 16:00
- Forum: Editing and Mapping with CaWE
- Topic: Terrain size
- Replies: 11
- Views: 24702
Re: Terrain size
You probably want to break up the terrain into chunks for LoD so ones really far away can be made invisible behind a red haze, or swap-put with a low res mesh really far away.
- 2012-06-06, 16:47
- Forum: Cafu Engine Support and Discussion
- Topic: Cafu Dedicated
- Replies: 5
- Views: 7110
Re: Cafu Dedicated
Ya I knew that, but it's limited so I've been playing with password seeded keys, with anonymous/nologin being a randomly picked key... however... there's a vulnerability with that, if the client picks the cipher it has to send it to the server, if the server generates the key, it has to send it to t...
- 2012-06-02, 16:37
- Forum: News and Announcements
- Topic: Wireshark dissector for the Cafu Engine network protocol
- Replies: 2
- Views: 24055
Re: Wireshark dissector for the Cafu Engine network protocol
It's great Cafu's netcode is getting updated and cleaned up, especially since everyone who's interested in Cafu is interested in networked games/sims.
- 2012-05-25, 02:33
- Forum: Cafu Engine Support and Discussion
- Topic: can an artist make a simple side scroller with this...
- Replies: 7
- Views: 6865
Re: can an artist make a simple side scroller with this...
Well there's no crouch in the player code right now, but adding it should be simple, just have to have the animation and change the player's collision box, animation is scriptable but changing the box needs some C++. The engine is released under the GPL, so you can use it for a commercial game under...
- 2012-05-24, 20:51
- Forum: Cafu Engine Support and Discussion
- Topic: can an artist make a simple side scroller with this...
- Replies: 7
- Views: 6865
Re: can an artist make a simple side scroller with this...
I think there's some sample code on moving the camera position, for isometric view you'd just have to tell opengl to render in iso instead of perspective.
Gameplay could be handled quite a bit with script alone, level design with CaWE is quite easy, importing assets and models is also easy.
Gameplay could be handled quite a bit with script alone, level design with CaWE is quite easy, importing assets and models is also easy.
- 2012-05-23, 08:05
- Forum: Cafu Engine Support and Discussion
- Topic: Cafu doesn't run for me whether compiled or from binary
- Replies: 16
- Views: 17614
Re: Cafu doesn't run for me whether compiled or from binary
Cafu defaults to the smallest screen resolution when you start in windowed mode, you can either program it or script it to default to a specific size.
- 2012-05-12, 22:13
- Forum: Cafu Engine Support and Discussion
- Topic: Model Formats
- Replies: 8
- Views: 8939
Re: Model Formats
Ya it's a mess for an open format because it was initially proprietary(sony's not so brilliant work), although there's a lot of open-source implementations of it nowadays; Blender, OpenCOLLADA, COLLADA DOM, Spring, Irrlicht.
All of my stuff is dae, just because all the software I use supports it.
All of my stuff is dae, just because all the software I use supports it.