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Blog Comments posted by Josh
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Leadwerks Mailing List
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
The mailing list is more for reaching out to people who aren't as active.
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You write it in a general way so it doesn't matter what the actual undo operations are. Figure out which objects are affected each step, save only those objects to a temp file in memory, and that is an undo step. It doesn't matter what the operations they undergo are, because you just restore the last state they were in.
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...and the OpenGLES skinning stuff is done now.
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The hard parts of the sample game are done. It's more Chris' job, so ask him about it.
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ah nice... a simulator is the way to go... do you have one for android as well?
This is the iOS simulator. The Android emulator does not run OpenGLES 2, so it will not run Leadwerks (but it's pretty awful, anyways). I recommend developing your game with Windows or Mac, and then just publishing to mobile platforms. Unless you are doing custom shader work, there is little need for testing on multiple platforms.
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By default VS builds programs in debug mode, yes. They will run on other peoples machines if you deploy the debug libs too but MS never intended people to do so; which is why the debug libs are not included in the redistributable.
Why would you want to deploy a debug version to the consumer which is far bigger and potentially slower, you'd surely build a release version!
I deploy debug versions in Leadwerks 3 for the Lua debugger to work.
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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.
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I always like small code!
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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.
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Vertical sync is enabled so the max framerate is around 60.
You are correct, in the sense that I am shooting for fewer features with a much better implementation and focus. This forms a foundation that will be better at supporting extra features down the road.i just never understood why the more "upgrades" LE gets, the more features are removed from it. -
C++ is C++. It is cross platform code. the goal of LE3 is to be cross platform. So lets not limit ourselves to a particular IDE. As long as the engine is made cross platform why does it matter which IDE LE3 supports. That should be up to the user. Me personally I like net beans. If it does matter how about this, (so this isn't just a rant) have an option to use LE2 or LE3 in the updater however, this may mess with some of the business particulars that josh may have in mind.
I distribute a static library and there is no standard format for this. It varies from compiler to compiler.
Anyways, 2010 seems like the most logical choice to me.
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I see people pushing VS2012 but if it runs on only Windows 8 then I wont be using it .. ill stick with VS2010 or CodeBlocks or Dev-C++ or something..
VS 2012 runs on Windows 7, actually.
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I will not debate if XP is better or not as you are the expert on that. I believe you.
What? Are you sure this is the Internet?!
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@Roland, the debate is XP development support (2010) vs. 2012 with theoretical XP deployment that doesn't exist yet.
(But in any case, XP is better for high-end graphics with OpenGL.)
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If you want high-end graphics, Windows XP is the best option. OpenGL rendering is about 15% faster in XP.
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Another tip: If you experience linker errors, add this to the Linker command line, and add "libcmtd.lib" to the linker input libraries:
/NODEFAULTLIB:msvcrtd.lib /NODEFAULTLIB:libcmt.lib
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Yes, this is the Leadwerks 3 editor.
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@Aggror, yep.
FYI, this is just what it looks like on Mac. On Windows, it looks like a Windows app.
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Paul's been around a long time, he just has a fancy new avatar.
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Just use Scene:Load("filename")
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This is top notch, now I'm scripting blind in lua. Also GLSL i'm doing "blind".
So consider me as sold.
There's no way to debug GLSL, but this does add line numbering, code folding, autocompletion, and you can see the results of the shader as soon as you hit F5. It makes shaders really fun to code.
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Not yet. There's a few things I'd like to add in the future, like connecting entities in the debugger to entities in the editor. But I think this is good for the initial release.That looks really nice. Are we by chance able to mouse over a variable to see it's value?
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All will be answered in good time, soon.
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Yes, yes, and yes.
Leadwerks 3 begins closed beta test
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Posted
Thank you all for the encouragement. Beta testers were chosen based on who had recently best demonstrated complex gameplay in their Leadwerks projects.