-
Posts
422 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Posts posted by Scott Richmond
-
-
Started a 3D server.
-
Not sure how up to date it is, but here is a good start: http://leadwerks.com/wiki/index.php?title=LEO_Class_Wrappers
-
I see I see. Since you have a master server, I wonder if it'd be a good idea to implement Reverse NAT. As it is key to any network implementation and I cry with rage every time I see a game that requires ports to be opened.
-
Josh - How is the port allocated? uPnP?
And the server list - How is that generated? Are you actually running a master server serving that info?
-
Thanks for taking the time to clear this stuff up Lumooja, but a couple more things:
If one uses LEO, does it still use the depreciated 'Framewerk' or the newer integrated 'Framework'?...or both?
-
Actually since Josh as fully integrated Framework now, shouldn't it be:
UpdateFramework(); RenderFramework();
-
mmm, I think I just get a bit confused on whats best practice. I think that's where I find LeadWerks lacking at the moment - There are all these different modules and most of the tutorials use a mix of them. Doesn't seem to be a set standard. I mean surely LEO is preferred, so why not make them the only headers? More simple and less maintainance.
-
Some really good points Niosp, one thing though: The $200 license is for one seat only. So $200 per person on the development team.
-
How come there is no LEO? Is LEO officially supported?I'm beginning to get confused as to how all these different modules fit in.
-
You haven't done a OpenGL benchmark then, nothing else matters.
Actually everything else matters. The majority of games are DX-based and therefore Win7 is better over-all. A quick Google found that D3 did indeed take quite a huge dive in FPS when run under Win7. Interesting. Ah well. Personally I've found any small problems like that are far outweighed by the advantages Win7 provides.
-
I'd take all these comments with a gain of salt, as Rick has suggested previously. A couple of things to take into consideration above and beyond what has already been said:
- Documentation - Leadwerk used to have awesome doco, but due to recent developments (v2.3) a lot of it is out of date. Still definitely workable and by no means a show stopper, but its still a problem. Though I understand the developer (Josh) is actively working on it.
- Industry Experience - You might find jumping into UDK will give you a better entry into the industry. UDK has some amazing tools Leadwerks doesn't come close to having. There is also a much larger community and therefore more support and examples to run with.
- Cost - Sure the engine is damn cheap. But you can go grab the full UDK right now for free and create to your hearts content. Only catch there is that if/when you go commercial, Unreal take a slice of the pie.
Lumooja - I have to pull you up on the Win7 comment - The OS isn't slower at all, in fact by almost all accounts it is faster. This is based on personal experience and a number of benchmarks I've seen.
-
? where is this demo?
Not sure if its here in WerkSpace yet but it was quite popular back in the old forum: http://leadwerks.com/forum/viewtopic.php?f=32&t=1370&hilit=cut+wood
-
actually thats a good idea going back to what DJDD was suggesting where the separate body parts would all be combined via script... hmmm... that also opens up the ability to sever body parts as well... thats how CoD had done it at one time... Have basically one body and then the head was another model parented to the body...
Aye its a decent solution IMO. But just in regards to the cutting up of models - LW can do dynamic model splicing anywho, as already demoed.
-
and thats where instancing would come in and Josh has already said he would look into implementing it but note that you will lose performance... so I don't know why you keep beating a dead horse... can you not be satisfied with anything or do you just like to complain?
Calm down buddy. Rick was simply elaborating on his point, which we were disputing. Don't take it personally when he has a valid point you can't rebuke.
-
for something like armor i would assume that you could just have that as separate model parented to a bone on the character model
Ah good point, that's a much more elegant solution.
-
Shamus has posted a short video on some landmass generation concepts in relation to Fuel. Its worth the listen:
-
Aye. That would be simpler at the disadvantage of not being able to modify your models' polys (Say, for example, putting big chunky armor on your character). These solutions are the ones you want to be looking into Rick.
-
I don't know how most MMOs do it, but I would not have entire character models just with different texture sets. I would cut the models up into body parts (arms, legs, torso, head, etc) and then put the model together with LUA scripting at runtime. That way you can have all the combinations you want and are interchangable at will.
-
Thanks Josh. Lovin all these tuts your doing.
-
Yeah thats fair enough. Though I do think you can use relative paths to avoid the whole issue. But meh, whatever works best.
-
Well your entirely right Marley. It is simple to change the project paths. So it is no biggie. *shrugs*
-
That's the point. Where else would I assume it is when I create the project?
Sorry, so you're actually assuming everyone here is running LW in the default directory? You should be able to set the projects up using relative directories.
-
Originally I was tending to agree to Tyler on this, but I'll freely admit that I don't fully understand how the shader solution works. So I'll have to assume Josh in correct in saying it is more efficient and faster. Could someone, anyone, maybe write up a bit of a tutorial on how this is supposed to work? I'm sure many people here would benefit from it.
-
Sounds good. Though most of us probably have our own locations for programming stuff (I do). So just make sure you don't assume LW is in that default directory in your tutorials.
C++ dll manipulating objects created in lua
in Programming
Posted
Thats awesome Rick. Great work. I hope to use this tutorial soon.