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Josh

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Posts posted by Josh

  1. 1. Does Leadwerks have Peer To Peer? Or is it same as in unity 3D that's impossible to make Peer to peer?

    There's a solution in the works for this, but it has not been announced and is not available.

     

    2. Does Leadwerks support heaving multiple scripts on 1 object like Unity or not?

    I found that one script per entity provides a much cleaner interface. In theory the multiple scripts idea sounded good, but in practice it became much harder to work with. When you have one script per entity you can easily check a health value, call a function, etc. without looping through a bunch of different attachments.

     

    3. Also I've found that Leadwerks does not have royalties but is it possible to buy licence permanently like for unity or not?

    You never owe royalties and you can make as many games as you want. The software you buy is yours to use forever.

     

    4. is there a possibility of OnColliderEnter or OnCollisionEnter like in unity or would I have to implement that my self somehow?
    There is a collision script function you can use for this. There are no other collision script functions at this time.

     

    5. are objects in scene accessed by reference of by value (searching for them each time).

    I don't understand this question.

  2. 48kO0v4.png?2

    I wanted to make it look more like Doom, so I made the resolution really small. It really only works in full-screen, but the results are delicious.

    I'd like to see this make use of the real-time shadows and maybe tessellation for some of those pixelated surfaces. That would be a really interesting retro take on modern graphics. What if all those nice brick surfaces were popping out of the walls? :D
  3. Josh, can the prune bones feature be disabled as a switch?

    Maybe leave it on by default, but turn it off by a switch, like -pboff ?

    Something for advanced users who know what they're doing.

    Yes, I can make use of that. I'll just add a checkbox in the general options that allows the user to enable or disable this setting on a global level, then pass this setting to the converter in the command line.
  4. This is by design; layers are rendered in sequential order, so it makes sense.

     

    However, I plan to change the layer storage into a system of bitwise flags in the future. This will make it easy to deactivate layers above the current layer when filling in a pixel. So at that time the intended behavior will match what you expect the behavior to be.

     

    (BTW, you can erase texture layers by holding the control key while painting.)

    • Upvote 1
  5. First, if you are using physics commands you do not need to modulate things by GetAppSpeed(). The physics simulator runs at a constant 60 hz and will take care of this for you. In fact, that is the reason your bullets are wobbling around strangely.

     

    I found the cause of this and was able to fix it. It's not really crashing, just creating an infinite loop.

     

    This will first be available on the beta branch in Steam.

    • Upvote 1
  6. Thanks Aggror. I have to purchase the Standard version as I don't wish to use Steam. In reality, I like the idea of writing dlls to hook into Lua and so I don't actually need the C++ option. I wish you could just purchase the indie version without Steam. Please don't ask why I don't want to use Steam. Thanks. (if you are wondering why I am writing everything without paragraph breaks, it's because I cannot use the return key whenever I come on this forum !! ???)

    What web browser?
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