I would like to first apologize for my disappearance. I ran into some issues with my source code and silly me, didn't set up a repository for my source so reverting my changes to a stable state was not practical. I decided to change gears and try to use only LUA. I created a new project and imported all the assets over and as it turns out, the loading is actually faster. One thing i was trying to do was thread out the loading of assets when maps are created but that just put m
So I attempted to thread out my application and i think OpenGL got angry at me. This is what some simple threading to test if i can spin off threads in my C++ back end (which would be great). However I don't think this is possible so loading assets in a linear fashion seems to be my only option. This may be a product of early optimization.
Along with finding out that I can't multi-thread, it became that when i use the crawler prefab, the game will crash when it loads. I don't get any err
Playing the same map over and over again can get boring and repetitive causing players to loose interest quickly. I'm writing a system that when the map is loaded, will randomly load entities, position, and rotate them as appropriate. This means that every time you enter an arena or the gauntlet, the enemies spawned will be different. Not only will they be different but so will their abilities.
This idea comes from trying to optimize the loading of map file. What I plan on doing is inste
So after a quick, prompt to mentoring session from Josh about how to use Lua, I learned a lot. Hear are just a few things.
Each Lua project has its own virtual stack. Here is what this means. Each Leadwerks project, when running, creates it own virtual, global, stack. You can use this just like a normal stack in C/C++ except is done in a more explicit manner. In C, you call functions and the function along with the parameters are pushed onto the stack. When you exit the function, the f
So as many of you may know, before the release of Leadwerk 3.0 I was working on a castle defense type game. With the release of Leadwerks 3.0, I was unable to get my models to import properly. It has been a while since then as I didn't have any ideas for a game for me to work on, as well as time and inspiration to work on one. I also got a new job as a C# developer which will help me become a better programmer. I've also been taking classes and just life in general. I have recently gotten a