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reepblue

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Everything posted by reepblue

  1. Just make the entity point towards the look position from the camera. This should give you an idea. Might not compile, just presto code. //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void MyCoolWeapon::Fire() { auto pick = PickInfo() auto p0 = m_pPlayer->GetCamera()->GetPosition() auto p1 = Transform::Point(0,0,999,m_pPlayer->GetCamera(),NULL) auto lookpos = Vec3(0) if entity->GetWorld()->Pick(pick,p0,p1,0,true,Collision:LineOfSight) { lookpos = pick.position; } // Create A Projectile auto i = m_pProjectile->Instance(); i->SetMatrix(m_pPlayer->GetCamera()->GetMatrix()); i->Move(0, 0, 0.25); i->Show(); i->SetKeyValue("starttime", to_string(Time::GetCurrent())); i->Point(lookpos->GetPosition(),2,1,0); m_hBullets.push_back(i); // <-- Your bullet vector to cycle through all the bullets you've fired. } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void MyCoolWeapon::UpdateWorld() { if (m_hBullets.size() > 0) { for (auto& b : m_hBullets) { if (b != NULL) { auto pickinfo = PickInfo(); auto pos = b->GetPosition(true); auto forward = Transform::Point(0, 0, PROJECTILE_SPEED / 60.0 * Time::GetSpeed(), b, NULL); auto result = b->world->Pick(pos, forward, pickinfo, 0, true, Collision::LineOfSight); if (b->Hidden() == false) { if (result) { b->Release(); b = NULL; } } else { m_hBullets.erase(std::remove(m_hBullets.begin(), m_hBullets.end(), b), m_hBullets.end()); } } } }
  2. So, what about the 3D sprites? What would they be called? Billboards? Overall, this seems much more easier to understand. With SVGs, we can now have round HUD elements without fears of rasterization!
  3. I had a similar issue once. I even thought of I used the engines stream functions, it would allow me to access my files within the zip files, but nope. You could try to rename the file as a Lua file and phrase it as a standard text file. I did something like this in Luawerks. Josh, hopefully you are thinking about this when it comes to the new engine. I'm sure people would want to package file formats that they are using with the new plugin feature.
  4. @Josh Please add EFX to the list for Turbo.. :B
  5. Yep, always happens. You have to click off the viewpoint/another viewport to stop the camera.
  6. You can pharse the output stream with C++.
  7. reepblue

    Evolution

    While I think we should have less tutorials, example content is a must. I myself learn things by looking at examples, and then modifying those samples to make it do what I want it to do. Samples should both be freely available and on the market place. We should also have a tutorial on the editor, and where everything is/what it does. But otherwise I agree; no "How to make an FPS shooter" this time. Give them a template and let them be creative. ?
  8. Canonical back tracked on that decision due to the concerns, everything is going to be fine for now. The new engine will be 64 bit and you can always sell your game on other distributions.
  9. Make this another property in the json file so it can be toggled. ?
  10. I recall doing a similar test myself and I don't remember lights without shadows decreasing performance.
  11. Do these models have bones? If so, might be a reason why. We had a lot of people had issues with models with a full body rig.
  12. Lights are cheap, it's the shadows you have to worry about for the most part.
  13. Compare these results to how it looks in Leadwerks:
  14. Thanks for that link, it pointed me to an application that I was looking for. http://orsvarn.com/entry/channel-shuffle/
  15. Sorta how Leadwerks knows what masks are your color. normal, and spec; how you name them. mytex, mytex_n, mytex_r, mytex_m, mytex_ao. I'm thinking that the editor would read your raw images copy the pixels and merge them into one image then output it as one dds texture.
  16. Set a standard, make a tool that merges peoples masks into one image, call it a day. You can have the editor detect these sheets and auto merge them
  17. Try making the platforms models and repeat the test. Sounds like the "If I add too many objects to my scene, it slows down" issue.
  18. Yeah, Ok. So The issue is that it's common to open Photoshop and merge all those outputted sheets into one images using the RBGA channels. However, there is no standard; people put whatever mask in whatever channel and then when they import it into an engine, they use the silly nodes to define what's their roughness/metal/AO/etc. Issue is that right now, Turbo doesn't have a node editor, and from the looks of it, Josh wants a standard which is non-existent within the art space. Really big mess right now.
  19. @wadaltmon Does it merge all the masks into one image or outputs one by one separately?
  20. the gltf model actually loads each image as a separate mask like how we were doing things in Leadwerks. To be completely honest, this is the most easiest method.
  21. Blender 2.8 has a material node system. It's pretty similar what you'll find in Unreal. There is no real standard for any of this.
  22. The issue is that other engines/tools allow the end user to pick what mask goes in what channel; creating the fragmentation. I used to put my roughness in Red, metal in Green, and AO in Blue personally. There can be an issue when it comes time for artist to port their assets in the new engine. To be fair, I think most people just want to copy and paste their textures and to create a material file. A fixer/mask importer app would be nice.
  23. Might not be much help, but here is an example of using cmake for a Super Mario Clone. You can see the definitions for gcc and MSVC. https://github.com/jakowskidev/uMario_Jakowski?files=1
  24. From what I understand, you can use the same CMake script for both platforms. There is a bit of if statements and switches you can implement. Not getting what's the concern minus the mess of dependences and preprocessors. (Or that's it and you don't want to be bothered, lol)
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