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Josh

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Everything posted by Josh

  1. I've been doing a lot to create the final Leadwerks projects to build static libraries, and the corresponding Visual Studio, Xcode, and Eclipse projects to load those libraries and start coding with Leadwerks 3 in C++. We're also making progress with our sample game "Darkness Awaits". The community came up with an awesome logo for the game that captures the spirit and feel of the original concept, which first formed as a mod for the original Quake engine. I uploaded gamecreator's Photoshop file in the same thread, so if you have a hankering for some design feel free to play around with it. I also have a lot of small miscellaneous tasks to finish. Today I: Fixed bug on MacOS context switching. Updated mobile shader loader to match new single-file shader system. Fixed Mac shader error parsing on NVidia cards. Interestingly, shader output on NVidia and ATI cards on Mac mimics ATI shader output on Windows. Figured out how to make Xcode debug a static library in an external executable. Spent more time than I would like fixing some problems with the SVN repository. Chris has a goblin he's replacing our enemy characters with, and hopefully we'll be able to show some gameplay soon. Here's the current game running in the iOS simulator. I haven't implemented skinned animation to the mobile renderer yet, but it's pretty simple to expose now:
  2. The .X file format doesn't support multiple texture coordinate sets, so this can't be done. If any software can convert to a format you need, it's Unwrap3D, but I don't know if there's anything out there to use.
  3. It's basically just a bloom shader with only horizontal blurring. I'm personally not a fan, but it's easy to do.
  4. I've been following Eric's progress with this idea since last spring, and it's really great to see what started as a fuzzy concept turn into reality. http://www.youtube.com/watch?v=pK_yjZpOs6w About Hacker Lab We believe that technology can change the world and the starting point is education. Hacker Lab aims to educate folks and seed startups with community driven resources. Collectively we can build a brighter future using lean methods in both education and business. We Provide Community Mentorship For Startups Educational Courses For Both Adults & Youth Networking Events Industry Events Workspace for Students and Professionals in the Software and Hardware space including Design & Business Development. Here's the local media coverage of the event: http://gooddaysacram...740-hacker-lab/ I'll be teaching a class on OpenGL on October 24th. Check the site for details. www.hackerlab.org
  5. I deploy debug versions in Leadwerks 3 for the Lua debugger to work.
  6. I can probably work around that for Lua but to actually publish anything, I think a Mac is needed to sign the code. Unless you publish through someone else's account.
  7. It's quite a challenge to get something semi-deployable to work on four platforms. I never intended to become an expert on the subject, but here are some of the interesting things I have picked up recently. Code generation mode in Visual Studio By default, Visual Studio builds programs in debug mode that won't run on consumer's machines. Fix it by changing the code generation mode: http://www.leadwerks...grams-cant-run/ Static Libraries in Xcode Xcode has no "exclude from build" option. If you include a debug and release static library with the same name, the compiler will choose either one or the other, and cause errors in one build. The way around this is to set both to "Optional" in the "Build Phases" project settings. https://devforums.ap...170482?tstart=0 Android NDK Path To relocate a project, you have to alter the NDK Builder setting "Project_Path". The NDK settings are hidden away pretty well in the Project>Android settings. And slightly unrelated, but equally maddening... Polled Input + Notifications on OSX in BlitzMax = death http://blitzmax.com/...php?topic=99043
  8. I'm amazed it even ran on an Intel integrated chip. There are cell phones with better graphics capabilities than that.
  9. Josh

    Lua Interpreter on OSX

    I always like small code!
  10. Josh

    Lua Interpreter on OSX

    I have to have control over newer OpenGL versions, pixel formats, antialiasing, and the ability to manage OpenGL contexts in GUI applications, on Windows and Mac. Last time I looked into those third-party libraries they were always missing something. Anyways, I've got it working now. Just the complexities of Cocoa/Objective C. My guess is GLFW uses Carbon, which is pure C based, but unfortunately may be removed when any new big cat comes out, and doesn't work with Cocoa apps.
  11. Some of Kevin macleods stuff is okay.
  12. I've got the editor and Lua interpreter communicating on OSX, but am having trouble creating a window...some weird Objective C problem. I've got to go get my local Xcode expert.
  13. AllowSetForegroundWindow() has to be called directly after the new process is created. However, you can use -1 for the process handle, which makes things slightly easier.
  14. I am using freeprocess to launch and communicate with an external EXE, but the launched window won't activate/become foreground, on top of main program window. My launched process has window activation code like below, but it doesn't work when the process is launched from my main application: void Window::Activate() { BringWindowToTop(hwnd); SetWindowPos(hwnd,NULL,0,0,0,0,SWP_NOMOVE|SWP_NOSIZE); SetForegroundWindow(hwnd); SetActiveWindow(hwnd); SetFocus(hwnd); current = this; } My main application also calls AllowSetForegroundWindow(), to try to give the launched process permission to take the foreground, but it doesn't seem to do anything: process=CreateProcess("~q"+procpath+"~q "+parameters) ?win32 AllowSetForegroundWindow(process.handle) ? How can I allow the window of my launched process to become the topmost window?
  15. What I really like about it is it captures the feel of the original designs from my Quake days: http://www.leadwerks...arkness-awaits/ It's really the lettering that is the win. That could be used on a variety of backgrounds.
  16. http://www.leadwerks.com/werkspace/blog/1/entry-664-leadwerks-engine-243-advanced-optics-and-more/
  17. You use a 3D texture as a lookup table for the nearest color. I've implemented this in the OpenGL 4 renderer for the new engine.
  18. At some point, you've just got to buckle down and write the code.
  19. http://www.leadwerks.com/werkspace/page/Documentation/le2/_/tutorials/introduction-to-animation-r474
  20. That was really cool. I don't play these kind of games, but I think the ability to place objects anywhere would make it more fun because there would be more creative input for the player.
  21. It's not necessary to insert these kinds of guerrilla marketing comments trying to push whatever obscure file format or technology you are taken with at the moment. It's very annoying, and you alone are not sufficient to start a viral trend, if that is your intent. Obviously logos are almost always made with vector graphics. We are previewing concepts here, not shipping a finished product. In any case, the file format the author chooses to use is totally irrelevant to the conversation.
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