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Blog Comments posted by reepblue
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Again, not that familiar with the format. Just took for granted that text is slow. Interested in how this will turn out.
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If the loading speed is long enough to make a sandwich and come back on something like The Zone, then you have a problem. Other than that, I'm looking forward to text formatted maps.?
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Not to mention, it being text, it should be a lot easier to copy and paste data from one map to another. In theory, you will be able to load maps within other maps without compromising instead of the limited prefab system in LE4. It would be like how prefabs work in Hammer. You should be able to store flowgraph data in it too.
A tad worried on the speed cost as this is the first time I heard you planning on something that doesn't prioritize speed. I would do benchmarks to see how slow this might be.
Whatever you decide, I'm looking forward to seeing what you come up with.
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Not a big JSON user, but a text format for maps hits close to home. I really liked WorldCraft/Hammer mapfiles because of this. Does that mean the maps need to be compiled into a binary format so the engine can read the data quicker?
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4 hours ago, martyj said:
@reepblue You can compile with Visual Studio compiler using Makefiles.
Have a look at CMake.What I was saying is that you still need MSVC to compile C++ code. Just having VSCode installed will not enable code compiling as it lacks a compiler to my knowledge.
Pretty much, can't make VSCode the official IDE because you still need MSVC on Windows and I couldn't figure out how to download only clang/g++ without XCode on macOS.
With Linux, it's not that big of a deal as the compiler is a small download away and your free to choose whatever compiler you want.
My question is why request the end user to download 2 additional pieces of software?
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How can you compile projects with just VSCode? I can see if you were using the Windows GCC stuff and used makefiles, but you need the complete VS2017 to build anything using MSVC as far as I know.
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Really cool. This will help with users building the game with their own systems instead of fighting with any conflicting ones.
Just keep the default plugs to a minimum and provide docs and examples. ?
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I agree. You should just release what you were able to accomplish as a unsupported feature.
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Will the spring improvements be implemented in 4.6 still? I was playing with them on a non-vehicle mechanic and it just bounced indefinitely.
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Will the new spring parameter be still available though? Seems it can have other uses.
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F
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Peer-to-peer Networking in Leadwerks Game Engine 4.6
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Really cool. Hopefully a network newbie like me can understand this.
Hopefully you can copy and paste this system into the new engine once this update goes live.
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Introducing the Lobby System in Leadwerks 4.6
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Since the Turbo repo is now distant from the Leadwerks one, will this roll into Turbo or will it be less Steam reliant?
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Glad to hear you made it to the States safely. Hopefully this means more stable Turbo builds and more development.
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I can't wait to write my own scripts. Nice to see physics online. ?
On the note of the Destroy function, I think Free() would be a better name. Destroy sounds like kill/delete. Free is what I name functions that clean out pointers and values with my RaspPi project.
Who knows, I may just be weird. I'd be interested in others take on it.
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Oh yeah no. That will not work in VR. lol.
But the old Vectronic Demo can.
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Oh the platforms? Yeah it's possible to do but idk most people would be able to stomach it, probably not worth the effort. I would just make the platforms enable a teleport path upward.
Since scripting is now in the engine, I might experiment with porting my existing system in. The ball shooting stuff should work well in VR
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54 minutes ago, Josh said:
I would really like to see some Portalesque VR game by spring! I'm not sure if I am getting a GDC booth this year but if I do that is something I would like to showcase.
My plan was to port Vectronic to Turbo. I still have to work on the assets and if you can get physics in, we can work something out.
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I'll be sure to give this a try this week.
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Imo, it should be up to the end user to decide how they want to build their systems. The engine should do just this, allow multiple scripts to be attached to the entire and handle duplications if there is any.
Would I personally attach multiple scripts with the same function and value names? Most likely not, but that's my choice as a programmer. Multiple scripts will remove needing to rewrite effects per object type and allow things to be more modular.
I see this as another tool in the toolbox. As long as it doesn't hinder what a programmer wants to do (Like if Rick wants to use an event system.) Its fine by me.
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I'll probably never use the multiple return value feature and mostly stick with mono-scripting mostly However, it's really cool to have multiple script attachments for those cases in which multiple scripts would make sense. I rarely run into it, but it does happen.
Overall the Lua implementation looks much better than it is in Leadwerks. Really stoked about using an entity as a table for other scripts to add, remove or manipulate. You made this much better, hopefully you can hit the same bar with the flowgraph/io system. ?
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Neat, but will the complete functions be exposed as well? I'm hoping to convert LE scripts to Turbo when this ships.
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Will this be in the next beta and how many classes will be exposed?
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Ok, thanks for your input. I'll see if others have an issue. If you can, try another browser. In the meantime, I'll look into other hosting options for alternatives for the next build.
Thanks.
Leadwerks Game Engine 4.6 Beta Update
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Posted
Very nice. I saw you were going back to reports from 2015; way to go!
What version of Ubuntu did you rebuild this on? Curious if you are willing to get the libs to compile and play properly with 18.04.