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Josh

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Posts posted by Josh

  1. Those clouds look really good. Typical particle clouds have no lighting or apparent edges. What did you do there, is it Klepto's work?

     

    For extremely overcast skies, I'd suggest combining those with a cloudy skybox, and the player wouldn't be able to distinguish between them.

    • Upvote 1
  2. I'm actually going to recommend against Wubi, after my experience yesterday. I believe it causes file IO problems, since the files are stored in an NTFS file system. I think it was causing my system to freeze up. I installed Ubuntu 12.04 64-bit onto a separate hard drive. I'm going to get a switch like this so I don't have to keep swapping cables:

    http://www.nikingstore.com/shop/orico-hd-pw6101-5-25-6-bay-sata-hdd-power-switch-860.html

     

    The dual-boot approach, in my experience, always leads to problems and makes it more difficult to reformat a drive.

    • Upvote 1
  3. At the moment I am working with Ubuntu 12.04 64-bit. I do not anticipate any trouble with 13.04 and 13.10 64-bit, though. When it is released there will be a definite supported version you should use, no guessing which one is the "right" one.

     

    As far as hardware goes, I recommend an AMD CPU with an Nvidia GEForce GPU. I just picked up an 8-core FX-8320 for my new dev machine.

     

    The Wubi installer is a Windows installer that will create a dual boot system for you and install Ubuntu. Works very well:

    http://www.ubuntu.com/download/desktop/windows-installer

     

    General tips for usage:

    -Any programs you download off the web should be extracted to a folder called (your user directory)/Applications.

    -Don't enter random stuff into the terminal you find when Googling things.

    -Don't try to customize the OS with alternate desktops, color schemes etc. You can do some cool things but if you're like me you'll most likely end up having to reinstall the OS.

    • Upvote 1
  4. Just wondering are we to post any progress on the forums?

    Yes, this is encouraged:

    PROMOTE YOUR PROJECT: Promotion is a critical part of game development. Be sure to post blogs about your progress and post updates on Google+using the tag #AMachineForPenguins. Anyone with a Leadwerks forum account will be able to vote, so more fans equals more votes and gives you an advantage! (Other suggested tags are #ubuntu and #linux.)
  5. 1. I can build only 32bit executable. When I try to build 64bit I get many undefined symbols. Looks like Leadwerks libraries are ONLY 32bit. OSX & all apple hardware are 64bit for a long time. My project also should be 64bit. When I can expect 64bit version for OSX ? What about Windows/Linux ?
    At this time 32-bit library is provided. A 64-bit library will be provided in Leadwerks 3.1.

     

    2. I have OSX 10.8.5 & Radeon 6770M, so it supports OpenGL Core up to 3.2/GLSL 1.5. But in output log I see:

    Initializing OpenGL2 graphics driver...

    Initializing OpenGL...

    OpenGL version 210

    GLSL version 120

    Why engine initialise old version ? May be it uses compatibility profiler instead of core ? Can we avoid it ?

    The engine presently is requesting the older OpenGL version for wider compatibility. Leadwerks 3.1 provides an OpenGL 4 renderer, which requires OSX Mavericks (which isn't out yet).

     

    3. In log file I see several warnings.

    WARNING: Could not find vertex shader attribute 'vertex_binormal' to match BindAttributeLocation request.

    WARNING: Could not find vertex shader attribute 'attribute6' to match BindAttributeLocation request.

    WARNING: Could not find vertex shader attribute 'attribute2' to match BindAttributeLocation request.

    WARNING: Could not find vertex shader attribute 'vertex_tangent' to match BindAttributeLocation request.

    WARNING: Could not find vertex shader attribute 'attribute5' to match BindAttributeLocation request.

    WARNING: Could not find vertex shader attribute 'attribute1' to match BindAttributeLocation request.

    WARNING: Could not find vertex shader attribute 'attribute7' to match BindAttributeLocation request.

    WARNING: Could not find vertex shader attribute 'attribute4' to match BindAttributeLocation request.

    WARNING: Could not find vertex shader attribute 'attribute0' to match BindAttributeLocation request.

    WARNING: Could not find vertex shader attribute 'vertex_normal' to match BindAttributeLocation request.

    WARNING: Could not find vertex shader attribute 'attribute3' to match BindAttributeLocation request.

    Is it normal or it's bug/incompatibility ?

    This is a weird case on Mac. There's no way to detect whether those attributes exist, and we always print out any info the GPU gives us, in case there is a warning the user cares about. Kind of a strange situation.

     

    4. What limitation of trial version in case of raw C++ coding I should expect ?

    It will stop working after 30 days, and it lacks some functionality.

  6. Hmm, I downloaded LE 3 trial (when it first came out) but only recently have time to try it, but I did not find the editor that user friendly. It does not flow for me in a similar way that v2 editor did not, which I abandoned early and did everything by code. Moving around in the viewport feels clunky but should feel fluid. I like Leadwerks and want the same big features as most, but it's not as polished on navigation and some simple easier features as it could/should be.

    Can you explain how moving around in the editor feels clunky? I don't understand what that means.
  7. Photoshop is just more user-friendly.

    User-friendliness is probably the biggest determiner of what software people choose. I know from experience it is much harder to write easy-to-use software than to just write software. The ease-of-use aspect of it is an entire layer of development beyond the core technology. It's probably 2-3 times as much work, and it has to be considered when writing the very core of the software. So dismissing Photoshop as being easier to use, that's like dismissing a brand of tires because they don't explode on contact with asphalt.

     

    There's basically two ways to write software. You can approach it from the interior, and think about what makes the source code the most elegant, the most maintainable, and the most pleasant experience for the developer. The other approach is to think about what makes the end user's experience the most consistent, least surprising, and most pleasant. Leadwerks 2 was written with the first approach. Leadwerks 3 is being written with the second one. The second approach is much more work because you are absorbing complexity so the end user doesn't have to deal with various details. For example, the Leadwerks 3 editor auto-detects file changes and automatically converts model and image files into our own formats. In Leadwerks 2, the user was expected to do this themselves with command-line tools. The change in Leadwerks 3 made the developer's life more difficult because I have to deal with the complexity of making sure that works on all systems, but it made the end users' lives much easier. This is generally a good tradeoff, because for every hour I spend making the software more user-friendly, thousands of aggregate hours are saved by the user base.

     

    Open-source software tends to be written with the first approach, because the user experience work is very tedious, generally just isn't fun, and there is no financial incentive to buckle down and do that difficult work. If the business model is centered around paid support, then there is actually a financial incentive to make it harder to use.

    • Upvote 4
  8. I would count the terminal as the biggest disadvantage of Linux. If the terminal didn't exist, Linux would be forced to fix so many problems. My outlook is that if the user has to open the terminal to do something, it isn't really a supported feature, so all my recommendations will be based on this idea.

    • Upvote 2
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