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Josh

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Everything posted by Josh

  1. There are two ways I can set it up: 1. You enter syntax for C++, Lua, etc., and a dropdown box chooses the language, and everything is displayed in a consistent format. 2. I make the page editing pretty much like the wiki. If I use choice number 1, it's great for command documentation, but useless for general documentation that isn't in a specific format. If I go with option two, it's more flexible and you can write an article about using the editor or something, but it isn't doesn't let you switch languages. Perhaps these docs should be used for commands only, and a separate tutorials/articles system should be used for more tutorial-style information?
  2. Aggror still needs a system to fill the data into. I am most interested in hearing what features you want to make the docs system really useful. We can do pretty much anything, so speak up now.
  3. Check this out: http://leadwerks.com/werkspace/index.php?/page/databases/docs?category=8 The language box doesn't do anything right now, and the top-level template isn't written. I am getting pretty comfortable with database templates. Do you have any suggestions for features I should include? What is your dream documentation system like?
  4. It would be a cost-saving measure to design a language that got rid of some of the extraneous characters of C++. It could automatically generate header files and convert the code to C++, then compile. Every keystroke costs money. How long is the average line length? 20 characters? If you eliminated the requirement for a ";" character alone, you would reduce character input by 5%, and thus save 5% of the cost of that task.
  5. If BMX2 were BMX1 with more platform support and fewer libraries, I would be 100% in favor of it. In my opinion, BlitzMax should just be C++ without all the ****. However, to convert to all those different languages, it will have to be seriously crippled. This is from Mark's blog: This indicates to me it won't be able to do basic things like access OpenGL and DirectX directly. Everything will be run through their high-level commands, so the net result is you have a language that can just draw 2D shapes on every platform. He also says in the same blog function overloading won't be added to BMX1. As far as version 3.0, the majority of the C++ code probably won't even be written by me. I can do the job of 2-3 programmers sometimes, but that's my limit! I'll be spending most of my time designing the specifications of how it should work, handling some of the tricky parts, and writing the editor. Leadwerks is not going to be operating as a one man band much longer.
  6. There are some small things about ATI drivers that make them less preferable, at least with the 4000 series cards.
  7. I think this is a great idea. A simple example of actual gameplay would be nice. Just the process of making some characters run around and fight or interact is a good learning example.
  8. BlitzMax is still supported, and always will be. Everyone in the BlitzMax community knows that Leadwerks supports BMX. Few people outside the BlitzMax community have ever heard of BlitzMax. So there's not much reason to list something most new people have never heard of. I'm actually trying to cut the wordiness of the front page down more, because there is only so much text people will read and absorb, so I just want to get the important points across. BRL's lack of promotion has some very real consequences. If they had promoted BlitzMax, maybe they would be making more sales of it, and maybe they could continue to perfect it instead of switching to that Flash/Java thing they are doing now.
  9. 1. We can provide a discount for multiple licenses. 2. As far as I know it can. You may need to use Unwrap3D or something to convert to whatever format Unreal wants. 3. I think the programming is as simple as can be, but you still need to know or learn how to program. 4. There are some simple built-in networking commands, but I will admit that's not my specialty.
  10. Josh

    Downtime

    First, I want to apologize for the server issues we have experienced this week. With the amount of activity we have coming through the site, it is inexcusable to have any downtime. The server is reverted to the state it was about four days ago. If you have any important information from the last week you want to save, replace the domain name of the url you want to access with "69.163.255.164". For example, here is the link to the blogs on the other server: http://69.163.255.164/werkspace/index.php?/blogs If you click a link on the old server, you will need to change the URL again. This will be left up for a period of one week. One of the problems we have been trying to resolve has to do with large files being downloaded through the php download system. After looking into this for quite a while, the conclusion I have is it just won't work, and the php download system should not be used for this. We're going to use direct links to download those files until that changes. We also have some site improvements coming up very soon. It's not a total redesign, but it is a big improvement that maintains the overall look and feel of the site. We also have lots of dynamic content and a new spotlight section that features cool stuff the community is doing. The last step will be to have the forum reskinned to match the site completely, but I want to get the rest of the design solidified first. We'll soon be offering some additional products on the site, including tools and assets. We're also working on a community marketplace where you can buy and sell digital goods, sort of like the iPhone Appstore. We'll hold a beta of the system first so we can work it out with no real money involved. Again, I'm sorry for the recent website problems. Werkspace is your site, and we're glad the community values it, so we'll do our best to provide a good experience.
  11. In order to maintain a simple to use command set, the engine does not automatically stream objects in as you move around. However, it handles worlds about as big as Crysis, so it can probably do what you want.
  12. I am looking for a nice looking building or scene that looks like an architectural visualization. Does anyone have something like that? It will be worth your time.
  13. Soft bodies are reportedly being implemented in Newton, so yes.
  14. Google translate is a valiant effort, but I don't think those automatic translators can really do the job.
  15. I'm not opposed to the idea, especially for countries that do not teach English to everyone. Of the countries in Europe I have been to, I found the fewest English speakers in Germany. However, I don't know how we would implement it? Should we have a whole copy of the forum, with all categories, all in German? And another in Russian? And another in Swedish? Give me some ideas.
  16. I would update your graphics drivers at http://www.nvidia.com I don't know if that card will work. In theory it should, but I don't know.
  17. I don't know if FPSC can import a .raw heightmap for terrain. I have never heard of terrain support in FPSC, but I don't know for sure.
  18. That's odd. It has a very visible seam right in the middle.
  19. Is there a height and normal map for that water?
  20. Leadwerks Engine 2.32 is now available. 2.32 -"Render" Lua object function renamed to "Draw". -Added Draw entity callback. -Entity draw callback and Lua "Draw" object function will only be called at most once per frame. Perform animation in this function. -Entity LOD distance parameters changed for better performance. -LoadAnimation now works without exact hierarchy matches, so LOD meshes can all use the full-res animation. -Implemented entity octree with hierarchical culling and picking. -Rewrote vegetation rendering routine. -Added vegetation collision. -Added optional terrain color map. -Fixed some problems that prevented custom buffers from working. -Fixed render elements bug. -Fixed camera culling bug. -Fixed recursive AABB update bug. -Fixed surface save bug. -Adjusted bloom and SSAO shaders. -Eliminated unnecessary pick filter calls.
  21. Maybe some light-emitting crystals could be placed? I really think you need two tones in the scene.
  22. Yeah, godrays will look better when the sky is in view, and I am not sure if they would blend very well with a fake geometry effect. I also suggest adding some orangish torchlights to balance the color of the scene, if the setting permits it. In fact I don't think the blue/green beam color and purple interior mix at all...they should be roughly the same hue, shouldn't they?
  23. SSAO, godarays, and antialias are on by default. You can disable these. I have no idea why game mode would run faster. Without seeing the scene I can't tell much.
  24. Josh

    2.32rWhat?

    Run the updater. In the future, the release method will be this: 1. Installer from the downloads section. 2. All small fixes will be added in the updater.
  25. You might want to consider some fake beams of light coming through the holes in the roof of the cave. Just make a simple mesh and use additive blending in a second pass, and make it very faint so the geometry is not obvious.
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