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catch22

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Everything posted by catch22

  1. Cynicism aside (seems to be plenty in this community), I can understand it being a deferred feature. I was just curious if I was blind and missing something obvious. Thanks for the replies. I hope to see this feature implemented soon; it can alter the way one constructs a map.
  2. Since I don't think the editor has this feature, what do you guys do or recommend for it? 0.01 z-axis over the floor? lol. z-fighting is silly, but so is seeing miniscule raises in elevation. I'm wondering if I'm just missing something.
  3. This is a very pythonic concept, actually. Since you can't really do globals in python (hallelujah), you can mimic the behavior by making a class that holds your predefined values, and then just import that class across your program files to access the "globals" which are just properties of a local class instance (at that point). I still think #define is what you're after though. You'll want to make a header called like "globals.h" and use "#pragma once" at the top of the file, to avoid header fighting throughout your program. While non standard, just about everything respects it, and it's much simpler than old school header guards.
  4. So, this is what defines are for generally. If your worldheight is going to be 128 no matter what, #define it in your particular header. #define WORLDHEIGHT 128 (that's case sensitive btw. Most programmers caps their defines or use a way to recognize them. I prefer the old school 'k' prefix such as kWorldHeight -- all caps are fugly to my old eyes, but it's your style not mine!)
  5. You're not initializing the pointer. If you do it like Model *model = null; then you'll be fine. Depending on your compiler, they don't always init pointers to null.
  6. So I purchased the engine on steam and forgot I still have a GTX 200 series Aaaand now I get to buy a new graphics card! Whee to justification!
  7. Anything on the client can be compromised. If you distribute local content, it CAN be tampered with, stolen, modified, etc. The password is more of an illusion of your own safety more than anything That said, if you have the C++ distro, there's no doubt options. Zlib comes to mind?
  8. Hmm, this thread made me think of ClanLib threading, which I always thought was a good model and a slick way to handle it. I've always been torn on threads, theoretically beneficial, fun even, but rarely are there actual good use cases, especially in gaming. http://www.clanlib.org/documentation/3.0/Threading.html
  9. I see. That doesn't sound so bad (yearly updates for $100 ish), it's far cheaper than most other engines. With the lack of working demo, though, I've no way to know if it's really the engine for me or not. I'm a professional C++ programmer so I'd LIKE to forgo the Lua limitation (is it a limitation?), but I'd only be willing to front the $99 steam (lua only) to see if it's an engine I could live with or not. I've written engines that use Lua scripting, but in my old age I've no time for the nitty gritty of graphics/physics programming (so like my "newest" openGL book is 1.3, hello? LOL) I was hoping for an API with a toolset to build on. Which is about the only reason Leadwerks interests me (rumor has it), but I've no way to validate it without taking a fairly risky drop of $100 I don't really have, nor the extra $100 for C++, only to get accustomed to the engine, and a new $200 one come out in 9 months. I really dislike "game makers" and do it for you type engines where you're forced into the paradigm of the engine writers. I'd rather write my own programs and exploit a helpful toolkit that accomplishes things that aren't all that interesting to me (matrix translation, blitters.. yes I said blitters, damnit).
  10. Hi. I'm strongly considering the Steam version of this game engine, but I have a question. What's the life cycle on the engine versions? Mainly, if I buy 3.1 and pay my $200, how long does that... last? I assume there'd be an upgrade cost for a future 4.0 version? Does it cover all of 3.x releases? If I buy 3.1 now, am I a LE owner for the rest of my life? I mean, what's the actual pricing model for future releases? I can't find this information on the site...
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