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reepblue

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Blog Comments posted by reepblue

  1. 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.

  2. 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?

     

  3. 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

  4. 54 minutes ago, Josh said:

    I would really like to see some Portalesque VR game by spring! :D 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. 

  5. 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.

  6. 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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