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Josh

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Blog Comments posted by Josh

  1. At the end of the day it all comes down to user skill. I'm still not convinced about CSG. Trust me, if it I thought it were more effiecient/easier for me I would embrace it.For starters every student of game design is learning 3dsMax anyway or blender. I also don't think CSG is faster because I find that actually designing the environment is what takes the most mental effort, pressing the keys to actually model it is generally much simpler even without CSG.There are tools within the modeling apps these days that make CSG seem redundant too. For example, there is no need to wrestle with geometric volumes when modeling a basic floor plan, instead u use only planes to define and then you press a button to add thickness to everything at the very end.But I'm sure you'll do a dynamite job of it

    It doesn't matter how well you know 3ds max. It's still more mouse clicks to do the same thing.

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  2. And when its time to test it, I would love to beta test it as well wink.pngAnd will CSG work on mobile?

    Yes, it will be quite interesting to see CSG levels on mobile, as these have traditionally been the realm of AAA games. It seems like mobile technology has finally caught up to where we need it to be.

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  3. Great! I love to see a new news about 3DWS in LE3D. If I could possibly make a suggestion (of course if this not be a problem) ring torus would be very useful basic (or compound) shape. For example: his severed parts in conjunction with the cylinders are the perfect elements to create pipes and complex pipelines. As we all know, old rusted pipes are very important part of all dark underground tunnels ;-)

    I was thinking of having a cylinder and a bend option, but maybe one of the interns can implement a torus like that, too. I can already tell people will use this for some fairly complex modeling.

  4. But I think the focus of the editor of a game engine should be much different. I'm sort of making this up as I go here but you know I'd like to see game engine editors wrap themselves around the industry standard tools most developers use these days -> Maya/Max/Mud Box/etc. It should be able to take any arbitrary model object and turn it into a useful game object with little to no intervention. It should know when the model is being edited and changed in the native modelling engine and update it in real-time when saved. Etc.Thoughts?Note: I'm pipe-dreaming here. This isn't a complaint about the above article.

    That pretty much describes the way Leadwerks3D assets work.

     

    It's one thing to download Blender for free, but it's another thing to have a modeling tool you can use proficiently. Even if you're a 3ds max expert, level design is much much easier with unique CSG modeling, rather than trying to piece together a lot of pre-made components. You might not happen to have a hallway or floor the exact size you need, and scaling components to fit will stretch their texture coordinates. Good level design is a mix of unique CSG geometry and prefabricated details.

  5. @fladrache, yes. :D

     

    @rick, maybe. The problem is if a model is rotated, so that its axes don't align to the world axes (even if they are swapped), scaling the model would result in a sheared matrix. Our math routines continually enforce an orthogonal matrix, to ensure that floating point errors don't add up over time and start skewing your entities.

    povmatr3.gif

  6. I assume we will be able to use all that CSG goodness in real-time with code?

    Yes the API will be available and documented. Bear in mind this is pretty low-level stuff and is a little harder to use than the simple surface commands. It's not really meant to be something the end user needs, but I'm sure someone will come up with something cool from it.

  7. VS2008 is the top priority since it runs on Windows XP with no extra downloads needed, and XP may account for as much as 40% of the market, depending on who's numbers you look at. VS2012 would be the next choice probably, depending on how many resources I have to devote to it.

  8. When a new Leadwerks3D project is created, Leadwerks3D copies a Visual Studio project from a template, into a "Windows" subfolder in your project folder. It does the same for Xcode and Eclipse. All three IDE projects are set up to use the same C++ or C# source code.

     

    If you double-click the project name in the list, the project folder is opened in Windows Explorer (or Mac Finder) and you can open the Visual Studio project from there.

  9. Got it working now. The problem was that most of the hooks never get called if the DEBUG macro is not defined. I object to having this embedded in the Lua source code, since a competent programmer can use a macro to only set a hook in debug mode, if desired.

  10. Line numbers please.

    We use the standard interface for Windows and Mac, and these don't support line numbering. You can double-click on a function in the debug tree to go to the appropriate line, and the current line number is displayed in the status bar. It's a compromise, but the native text rendering looks sooooo much better than Scintilla or something like that.

    So we will have to switch to our main lua script tab in the editor to run our game each time? For a project why not just create a "main.lua" file automatically for us and just have that be the default script that gets passed to the interpreter? Let us change it if we want (or not even as it's not a big deal to make us use a file named main.lua file) but defaulting will just be easier.

    That's a good point. I'll see what happens when I start actually using it.

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