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Josh

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Everything posted by Josh

  1. What I mean is that in C++, you have to include headers, add .cpp files into a project, then you usually have a lot of dependencies, macros defined in the project, and probably some other things I am leaving out...if it even compiles on all platforms, which most code does not. I have never once in my life included a single .cpp file in a project. The only times I have incorporated other people's code was as a whole library that performed some self-contained task, or very occasionally a single function I rename and change the syntax of. The hardest programming I've ever done was trawling through the Recast source code. I'm not trying to discourage you. I think you have much better chances of achieving this with Leadwerks3D, since it has more built-in functionality everyone can count on acting the same. It's like graphics APIs. Without OpenGL, things would be a mess and no one would work together, but because there is a common standard that can't be altered, programmers don't have to keep implementing the same things and can actually share OpenGL examples. Pathfinding and AI are normally a big system that interacts with lots of different parts. Guns shoot enemies, paths have to be loaded or calculated when a map is loaded, AI has to interact with the path data. Leadwerks3D simplifies that gameplay subsystem so now everyone can rely on those commands. If I can reduce the size of a Leadwerks3D C++ project, so you can do something like Left 4 Dead in a couple hundred lines of code, then we're going to see a lot more sharing and cooperation, notwithstanding the Lua aspect of it.
  2. Josh

    Over the Hump

    All difficult technical challenges for the completion of Leadwerks3D are solved. This includes navmesh pathfinding, cross-platform support, Lua and C# integration, OpenGLES rendering, the abstract driver model, etc., etc., etc. Basically, all the scary stuff is done, and the only thing that remains is hard work. I'll be turning my attention back to the editor shortly, but first I wanted to address a different kind of challenge: Documentation and the website. The present appearance of the website took a long time to develop, and is the result of four or five different people's work. It was difficult to find him, but I finally came across the one who is the master of the forum software and CMS we use. He was able to fix a few small issues I had, but he did not design the site. Now he has bee recruited to create a new website theme using the good elements of our current design, in a Web 2.0-ish style. We're also planning on an improved image and video gallery, and a better display for community articles. Professional web design services will be used to create product pages for Leadwerks3D that truly reflect how awesome the software is. I'm not a web designer, and I am happily surrendering that responsibility to someone who has instructions to develop Web 2,0-style product pages with my content. Last summer we launched a lot of new website features including a chat bar, video gallery, and embedded documentation. The first two were a success that I feel really add to the site experience. The third I consider somewhat of a failure. The documentation search is not very good, the pages take too long to load, and the organization is too categorical. I installed a temporary Wiki where I have been jotting down docs and ideas, but I wasn't committed to the idea of using it for the Leadwerks3D documentation. Then I found the documentation system we're going to use. Leadwerks3D documentation will be available in a two-panel searchable HTML page, which is pretty standard. However, the same docs can also be exported in PDF and even EPub format, which is what iBooks uses: So, with the documentation system decided and web design out of my hands, I now turn back to the Leadwerks3D editor...
  3. The game framework sounds great but once you reach a certain level of complexity, others can no longer modify or extend the code. Remember my framework code? Then you are simply maintaining an open source game and taking feature requests. I'm putting all my hopes into entity scripts for future shareable code. C++ will never produce shareable code because the cost of adding code into a project is high. I don't think I have ever added a single c++ code file into a project. It's always a mass of interconnected classes. With lua in the new engine there is a predefined standard scripts can use to communicate and integrating new code is easy.
  4. In the next version of IPB, it searches the appropriate database when you are on a page. You can search the database right now, but you have to open the full search, click on "website", then select the articles database.
  5. The reason I don't read all the posts in "View New Posts" is because it contains lots of various topics, and the ones that need my attention mostly are programming topics. It's easier if I can see one forum and view which topics I haven't read yet, instead of having several pages of all activity in the last few days. The protected forums is one of the best decision I have made. Before that, it was chaos. By default, the search in the site header searches as though your query was in quotes. That sucks, and I will try to fix it. IPB has a ton of features, but I sometimes wonder if the people who implement them even use internet forums. IPB 3.2 is supposed to have some better search functionality, and we have a copy of Werkspace using that version we are working on. It's been duplicated so we can test it without disturbing the real forum. So you are saying community tutorials should not be allowed? There are too many categories to list, and having multiple levels of hierarchy was causing problems.
  6. Josh

    Should you get a Mac?

    Stuff my PC can do my Mac can't: -Burn Blu-Ray discs. (50 gb vs. 3.6 for DVDs). I do use this for periodic Leadwerks.com backups. -Games. The situation on Mac is getting better, but PC is far ahead. -iMacs use mobile GPUs that are very good (Crysis on full, etc.) but they can't match the latest desktop cards. -Hardware upgrades. I'll be adding a solid state drive and an 8-core CPU, when they come out with models and prices I like. For email, internet, C++ programming, and mobile integration, I enjoy the Apple experience more. I think I'm moving towards Mac for every day use, and maintaining a clean Windows 8 install with only a few programs for games and large data archiving.
  7. Josh

    lua_newthread(L)

    I agree, they are useful. Just make sure none of the elements in your loop change.
  8. Josh

    lua_newthread(L)

    I don't use threading with Newton at all, so neither are called as far as I know.
  9. A few people have asked me about this, so now seems like a good time to talk about my experience with Mac computers. My first computer was actually an old Macintosh SE30, but of course in the 1990's Windows took over and I forgot about Mac. When I started developing Leadwerks3D I invested in a 27" iMac. It includes a 3.2 ghz quad core i3 CPU and an ATI Radeon 5750. At the most minimal, the computer needs one cord for power, and that's it. The keyboard and mouse are wireless, and a built-in wifi receiver is convenient before you string a cable over from your router. It took a while for me to adjust to it, and I didn't have a big motivation to because it was just a dev machine. However, I started noticing the way it integrated really nicely with my iPhone and iPad (which I also only bought for development). Xcode 4 is a great IDE, and since it uses GCC build times are very quick. I think the build time for Leadwerks3D is about 1-2 minutes, compared to five on Windows. iOS provisioning profiles, which you need to run your app on a iOS device, are a pain but you can run the iOS simulator with no iOS dev account, and it does a good job. OSX Lion supports OpenGL 3.2. I had some early problems getting it to work, but Apple actually analyzed my application and told me what I was doing wrong. In a situation where a lot of new developers are working with OpenGL in a way that wasn't previously supported on Mac, I think it's understandable that they would need to provide a little extra support. So with that resolved, I don't see any problems with rendering on Mac, EXCEPT: -Even thought the hardware supports it, you can't do hardware tessellation, since OpenGL 4 isn't supported. -Deferred rendering with MSAA isn't supported. Well, technically it is supported, but the maximum number of samples is one. So it isn't. As for the OpenGL 2 renderer we use to match mobile device rendering, there's no disadvantage there. iCloud is a new part of iOS 5, and it's great because my bookmarks are always synced. I know there are various plugins that do this for other browsers, but with Apple it just always works, without requiring any effort on your part. Mail through me.com, which you can get a free account for, is always synced. I've tried setting up IMAP mail systems, and they just never really work properly. iCloud mail is by far the best email syncing I have ever seen. It's as instantaneous as GMail, but uses a local client so it is fast and responsive. The Mac Mail app itself is both simple and sophisticated. It doesn't have nearly the number of features as Outlook, yet somehow it does exactly what I want. Email search is near-instant, and it separates accounts so I can look at all mail, or easily select a single account and only view email for that address. There's a lot of good third-party apps available in the Mac App Store. Transmit is a solid FTP client, and Cornerstone is a great SVN client. The iWork suite provides an adequate replacement for Office. You can even install Steam, although the only games I have that run on Mac are Valve's library and Amnesia: The Dark Descent. iCal, the calendar app, syncs wirelessly through iCloud. This is the first time in my life I have ever actually used a calendar program for real life. It can send out alerts before an event, and everything is synced across my iPhone, iPad, and Mac. There does seem to be a bug right now where events created on my Mac don't go out to the mobile devices. Mostly due to the strength of the Mail app and Xcode, I now consider the Mac my "main" machine. For me, Windows is just a platform to run Steam on and compile builds for Windows. The purpose of this blog entry isn't to convince you one OS is better than any other. I would not be able to get by without my PC for some things. If you're thinking about getting into iOS or OSX development, Mac computers now have my seal of approval. Of course, you can install Windows with Boot Camp, so it doesn't have to be an either/or choice. The only reason I still have a physical PC is because mine has hardware that isn't available on Mac, like a Blu-Ray burner and a massive GEForce 480 GPU. I'd have a hard time giving up the infinite upgradability of a PC, but I do like my Mac.
  10. Leadwerks Engine is pretty flexible, so you can process collisions on the server, and the server does not need to render anything. However, the server machine must still meet the minimum rendering requirements. Leadwerks3D (the new software I am working on) has better support for machines with no graphics cards. It is possible to run a dedicated server with no GPU.
  11. You can set it for each of the three stages: SetShadowOffset(linear,multiplicative,0) SetShadowOffset(linear,multiplicative,1) SetShadowOffset(linear,multiplicative,2)
  12. Josh

    Darkness Awaits

    If there's no finished documented game, even a simple one, then there's no product.
  13. That indicates the models aren't made to line up in the first place. Wouldn't it be easier to just model them so they line up easily, and then you can just drag them into the scene without having to carefully adjust them?
  14. In the next version the floating point numbers will be able to go out to 6-7 decimals, but I agree it is unlikely you need this precision.
  15. Which do we care more about? 1) Discussion of per-language special features that have nothing to do with Leadwerks. 2) Discussion of Leadwerks API that is common to all supported languages. Special language features are going to get more obscure in the future because only things that work on iOS, Android, Windows, and Mac will be relevant to anyone doing cross-platform development.
  16. I would try the AC3D forums. The GMF loader just loads whatever texture coordinates are in the file.
  17. Josh

    Darkness Awaits

    These are images from years ago. They aren't meant to be final logos, just concepts. Most of them are too blurry to read clearly. I kind of like them all.
  18. Josh

    Darkness Awaits

    Leadwerks3D will ship with a finished game demo to demonstrate how to use the software. Darkness Awaits is a third-person dungeon explorer with a 45 degree view. It's like a cross between Diablo and Legend of Zelda: A Link to the Past. This is an idea I had back in my very early days of game development, before I even learned to program. This was originally done in the Quake 1 engine. It didn't really go anywhere, but what we had was awesome. You could run around and shoot skeletons with flaming arrows, in a third-person view. B) My job was actually map design. My favorite part was this cozy little house you started off in with a fireplace and a warm feeling, before going outside into a snow storm to kill monsters. And so, the project is being resurrected to demonstrate game development with Leadwerks3D. Below are a few possible logo styles. Which is your favorite?
  19. Start with a root widget, then draw its children recursively.
  20. The problem is people with programming questions who use C++ will never get seen by someone who might know the answer who uses C#, etc. We have a "general" programming forum, so people have to choose whether they want their question asked in a sub-forum that is more specific, or in general programming, where they might get more views. Or they might get fewer, if everyone just sticks to their own language sub-forum. Here's Macklebee posting in the wrong forum: http://www.leadwerks.com/werkspace/topic/4135-animationlength Once the programming forums got split up like they are now, I just stopped reading them.
  21. The problem is we have too much categorization, and people end up not visiting sections, myself included. I am trying to make everything one level deep, across the site.
  22. I won't do this quite yet, but keep it in mind. Also, in LE3 the syntax all matches between supported languages, so that should make things more cross-language friendly.
  23. I'm moving 3D World Studio into the tools section of the Asset Store, and focusing the whole site on the engine. (The new version merges 3DWS and the engine together.)
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