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Alessandro

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Everything posted by Alessandro

  1. I think this is a good solution, since I can decide which way to follow. I don't think it is so "vital" discussing what's the default method, in fact I think it's important that BOTH methods are available.
  2. Hello, I red the part related to GUI development, and it is really interesting. I found a lot of good comments that I already red in other forums (for other applications). Sometimes I think it could be a good solution even creating a GUI with a really different tool, than let this tool and LE talking via sockets or Inter process communications. I made it for other programs and it works very well, since the GUI created in this way could act as a "glue" between different programs. A good system to make GUI is using tools live Runtime Revolution (http://www.runrev.com). It is cross platform and contains a lot of components to make great looking and efficient GUIs. I wish to highlight I'm not affiliated with the official RunRev company! :-) This is not a publicity (I say this since that product is not free or open source, but a commercial program). If you need more info about it, please don't hesitate to contact me (I use it since several years and I made many different programs with it). Cheers!
  3. I found that forum, but the link works no more. But now I wish to know how I can use shaders in LE. I red that I could put VERT and FRAG ( I tried to put them in the main pack, then I putted them in MESH subfolder), but as soon as I assign those shaders to the mesh OILDRUM, LE editor crash when I put such mesh in the editor self (create an instance). I don't think both shaders were wrong (buggy) so I cannot understand what's wrong. Can you explain me that? Thank you
  4. Hello, I'm creating a game with cell-shading. So I found a couple of scripts in GLSL in internet to apply a cartoon-style effect. Since I have a few experience in LE, I simply tried to copy vertex and fragment shader in shaders.pak, then I tried to apply them in the OILDRUM existing model: shader="abstract::toon.vert","abstract::toon.frag" I tried with two different shaders but as soon as I use the barrel, LE crash (in editor). What is happening? is it possible that both the shaders are buggy? Please give me some hints to follow the right way! Thank you!
  5. Thank you for the info, I really appreciate!
  6. Sorry, (while my LE is downloading and reinstalling again), please Josh can you check my forum activation for area like programming? I even noticed I cannot post in "showcase". I sent and email with requested details to support LE yesterday. Thank you for your help!
  7. Now I'm trying to reinstall everything, since it seems that: 1) I have no program group create from the normal installation; 2) I have no UPDATE.EXE in any dir.
  8. I have win7 and I have no program installed in my startmenu. Where is the program that perform updates in Leadwerks folder?
  9. Great! Thank you for these info! Ok, another (trivial?) question: where can I find LE version? In about box there is only "2010"! Version 2.3, 2.31, etc... where can I find it?
  10. Any help? No suggestions? No hints? I think this should be an important topic, since LE manages big terrains, and over big terrains one must put a lot of objects! So... maybe a guide or hints could be useful.
  11. Ciao! Yes I'm italian. I tried to use LE a lot of time ago, then I tried other engines, and now I'm here again, since it was "matured" so much, and shaders 3 are a reality now. Futhermore, it's price is very competitive compared to other engines (and features offered). So I think, finally, I will start to make my game now! Are you a modeller? Do you want to join to my project?
  12. Ok, thanks. I bought LE engine, does it mean I bought SDK also? Or LE engine and SDK are different?
  13. Hello, I need to make a big game level, so my problem is not only related to terrain or tree management (LE does it automatically). I wish to know how to manage objects in the game. For example: if I make a terrain with 1000 buldings (spread over the entire terrain), do I need to manually load/unload the models, or the engine can manage them automatically (e.g. using the distance and object hierarchy)? In the case I need to load/unload models, how can I do it in an asynchronous mode (loading models and textures in background, while the player is playing)? Do I need to set some specific properties to the models in the editor? Thank you!
  14. Hello, I have a regular forum account, but when I try in the PROGRAMMING area (every topic) I get: Please help me!
  15. One question more (sorry, but last one, I promise :-) ): From performance point-of-view: is it better using LUA or Blitzmax? Which one performs better in Leadwerks engine?
  16. Thank you, and for the future? Can you definitively tell me that both of them will be supported? Or maybe I risk that will be "closed" to give priority to C# or C++?
  17. Hello, I red some topics in this forum, and I must admit I'm confused for the programming language. I'm a single developer, I'm a programmer, and I don't want to spend time with C++ (and I don't want to learn C#), so please can you tell me if I need to use LUA or Blitzmax? It seems both of them are going on, but it seems bmx is not so updated. Since I need to start the game just now, please can you give me a guideline/suggestions about it? I have no problem to make programs in LUA or Blitzmax, so the problem is only "phylosofic": will be supported in the future both the languages? About documentation: is it good both for LUA and BMX? Please help me! Thank you!
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