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Blog Comments posted by Josh
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Neat. So we could do something like this?
particle->load("chris_explosion4.ptl");
particle->set(ANIMATION_SPEED,5.0f);
particle->initiateatlocation(0.0f,0.0.0f,0.0f);
Change .ptl to .pfb (you can load any entity type from a prefab) and particle->load to particle = Prefab::Load, and that's basically it.
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I have another question about navigation AI. Suppose you have a room with 3 doors, a small width door A, a medium width door B and a large width door C. Inside the room there are 3 cylinder controllers, a small one, a medium one, and a large controller. Of course the small controller can go thru door A,B,C, but the medium controller can only do thru B,C, and the big one only thru C. Just curious, can the navigation Ai handle this ?
Controllers are all the same size, due to their use of the navigation mesh and crowd avoidance. If you were doing something special like a giant boss, I would skip the character controller altogether, because it's a special case and something like that would stay in the same area. It's a limitation, but everything good has constraints.
A prefab or script allows that, without requiring that I hard-code a bunch of special requests into the core engine.I would think a game engine should provide as many as possible features which are needed to make games, especially if those features are used often in various games. -
What about vehicle code?
Vehicle support will be added after the initial release.
I was hoping explosions would be a preset in the particle engineWe can create that easily with a particle emitter prefab. Then everyone has a reusable preset, and people can make new ones.
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I don't think explosion code belongs in the engine, but a script would certainly be appropriate.
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It's run on one main thread in the background, which can be split up into 4 or more threads. It's the same way PhysX works, asynchronous.
It all had to be set up specially because all the data has to be sent to the simulator, then the thread just goes off on its own, then when its done I pull all the data back from the simulator (for active bodies only).
This means while the renderer is running and other game stuff going on, the physics get calculated in the background. If you have enough CPU cores, physics are effectively free.
Oh, and you do have access to the cross-platform Thread and Mutex class.
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What about a mode for having no physics body?
No shape set and no mass = no physics.
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I was wondering if we could use the new editor for custom engine projects?
3D world studio comes with it's file format specified in the documentation.
I have used the editor/file format for some school projects and it's a pleasure to work with but lacks some usefull features that I would wanted.
You mean just load the scene file format in your own OpenGL renderer or something? That's cool.
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is this going to be done through C++, lua, or both.
It hasn't been designed yet, so I can't say.
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I don't think people will be satisfied with just having a command-based system, so a full GUI designer will come later.
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What I find tomorrow will be one of the factors that determines the answer to your question.
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Didn't Metatron already beat you to this?
Ideas are cheap. Execution is everything.
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I never considered Mono for the editor because I don't view it as future-proof, especially since Xamarin is a VC-funded company (extreme volatility). One day I will carry out my idea for a BASIC language that translates code to C++ during the compiling process.
I'm talking about PC gaming, not gaming in general. I think general gamers will be on mobile with some streaming mechanism, or a cheap ARM-based console like Ouya.
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I think being able to run the Leadwerks 3 editor itself on Linux would be a good idea in the future. I'm extremely wary of where Windows and OSX are going.
That may sound exaggeratory, but desktop application development has already been stagnant for years. All the programmers I meet in real life are either doing web or mobile development.
When was the last time you heard of a startup company that was making a GUI application for Windows? I can't remember any since the early 2000s.
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While I agree that the "command" "pattern" (both in quotations intentionally) is ridiculous, the simple approach of saving every state of the program for each action is lazy (but that's not bad per se) and extremely memory consuming.
What I'd do is have a reverse action for each action, push the action to a stack, and pop the reverse on undo. Tadah.
You don't save it for the entire program, only for the relevant objects.
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You guys are making a really simple idea sound really fancy. A command pattern is just an integer id for the action, and maybe a couple extra parameters. Why does that even need a special comp. sci. term? It's a bad approach because you have to do special programming for each action the program can take.
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4 out of 79 classes are documented now!
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Good idea, but we can live without it in the first release.
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lol, I prefer the original:
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Last minute of making changes to the interface. We're focusing now on the example game, and optimization. There's a lot of inefficiency in the renderer right now because I needed it to stay malleable, but now I am ready to tighten the screws.
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I was just using a listbox with textures as items in the list. Chris started bitching about it and I realized it did suck.
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That's great.
(Perhaps we will have it for Christmas ?)
Probably not. That doesn't leave enough time for testing.
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Ah, yes, Users/Josh/AppData/Local.
Question: If it's a personal computer why does it use multiple accounts? That's the first thing I would get rid of if I were in charge of Windows. X|
So the AppData/Local folder is found by querying for CSIDL_LOCAL_APPDATA.
It's very strange that I can just randomly create directories here and delete files. So the program still has full access to screw up all the settings of other programs...Wow, great security, MS.
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Can anyone tell me whether there is a central location for INI files? The whole point of this discussion is for a program to find and open some data without knowing the installation path of the program that saved that data.
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The point of entering data in the registry is so that other programs can read it and see where the program is installed. Unless there is some central location for .ini files, you're just talking about parsing text files, for reasons I can't grasp.
One Last Thing
in Development Blog
A blog by Josh in General
Posted
That's just the way Recast works:
https://groups.google.com/forum/?fromgroups=#!searchin/recastnavigation/difference$20sizes/recastnavigation/rQjwgaAs8iQ/GN22UNTvBxIJ
Even if I used multiple navigation meshes, the agents on differently sized nav meshes would have no awareness of each other, and would not have flocking/avoidance behavior.