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Alessandro

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Posts posted by Alessandro

  1. 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!

  2. if you want a decent toon shader look at the old forum regarding this post

     

    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

  3. 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!

  4. Clicking UPDATE SDK on LE's group in your "PROGRAMS" start menu you can choose the version to download (you should download any version in its own empty folder).

     

    I have win7 and I have no program installed in my startmenu.

    Where is the program that perform updates in Leadwerks folder?

  5. 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!

     

    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.

  6. 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?

  7. 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!

  8. Hello,

    I have a regular forum account, but when I try in the PROGRAMMING area (every topic) I get:

     

    An Error Occurred

     

    Sorry, an error occurred. If you are unsure on how to use a feature, or don't know why you got this error message, try looking through the help files for more information.

    [#103139] You do not have permission to view this forum.

     

    Please help me!

  9. Program in the language you like most.

    The documentation and engine commands are the same for all languages.

     

    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++?

  10. 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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