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Everything posted by tipforeveryone
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Leadwerks has some disadvantages but overall being a perfect choice for 3d Indie game developer. For a remaster of Fallout New Vegas, I don't think Leadwerks can handle
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Official GUI Tutorial shoud be put in Learn Section
tipforeveryone replied to tipforeveryone's topic in Suggestion Box
LOL I have built my own UI system in C++ which can handle any type of language. i dont even use Leadwerks GUI -
Please make UI editor happen
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Turbo Game Engine (Leadwerks 5) beta updated
tipforeveryone commented on Josh's blog entry in Development Blog
wow, welcome back Jen !! -
How can I delete a vector of Pointer ?
tipforeveryone replied to tipforeveryone's topic in Programming
Thanks !! additional question, with vector.clear(), will the vector be wiped out from memory ? -
I have this code std::vector<Texture*> spriteSequences; for (int i = 1; i <= 20; i++) { Texture* texture = nullptr; texture = Texture::Load(folderPath + "/" + String(i) + ".tex"); spriteSequences.push_back(texture); } in Destructor of my class MyClass::~MyClass() { delete[] spriteSequences; //this is not working } How can I delete a vector of Pointer ?
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DrawImage() can not display what I want on game window
tipforeveryone replied to tipforeveryone's topic in General Discussion
I realized that actual window size is smaller than input size in Window::Create(), why ? This does not happen in Lua game -
I created my project in cpp from scratch, and here is the code I used in main.cpp #include "Leadwerks.h" #include "GameControl.h" using namespace Leadwerks; int main() { iVec2 gfxmode = System::GetGraphicsMode(System::CountGraphicsModes() - 1); gfxmode.x = Math::Min(700, gfxmode.x); gfxmode.y = Math::Round(gfxmode.x * 9 / 16); Window* window = Window::Create("CSCDVMP cpp", 600, 600, gfxmode.x, gfxmode.y, Window::Titlebar); Context* context = Context::Create(window, 0); World* world = World::Create(); Pivot* gameControl = Pivot::Create(); GameControl* actor = new GameControl(); //this actor has PostRender() which I used to draw image gameControl->SetActor(actor); while (true) { if (window->Closed() || window->KeyDown(Key::Escape)) return false; Time::Update(); world->Update(); world->Render(); context->Sync(); } return 0; } In PostRender() function of my actor Context::GetCurrent()->DrawImage( myimage, Window::GetCurrent()->GetWidth() - myimage->GetWidth(), 0, myimage->GetWidth(), myimage->GetHeight() ); as my expectation, myimage will be displayed on the top right corner of screen, but this look like this instead window size seems to be larger than actual game display. It is ok if I use Window::FullScreen in Window::Create()
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Little racing car game demo
tipforeveryone commented on Marcousik's blog entry in Marcousik's Creations Blog
wow how could you create that road !! look awesome -
I put some Pivots in Editor around my map and attach a script to each of them, here is the script function Script:Start() self.entity:SetKeyValue("type","spawnPosition") end In spawn.php //#include <iostream> was on top //#include <list> was on top std::list<Entity> spawnPosition; for (int x = 0; x < world->CountEntities(); x++) { Entity* entity = world->GetEntity(x); if (entity->GetKeyValue("type") == "spawnPosition") { spawnPosition.push_back(entity); } } and I got this error Severity Code Description Project File Line Suppression State Error C2664 'void std::list<int,std::allocator<_Ty>>::push_back(const _Ty &)': cannot convert argument 1 from 'Leadwerks::Entity *' to '_Ty &&' CSCDVMP d:\google drive\w3ateam\game development\cscdvmp\projects\windows\playerclass.cpp 160 what is the right way?
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Anyone give me example of using Actor in CPP
tipforeveryone replied to tipforeveryone's topic in General Discussion
I return to leadwerks cpp learning process and I did not find any example file like in tutorial, so that I can't learn from it https://www.leadwerks.com/learn?page=Tutorials_CPP_Actors This should be fixed. or the example code should be put into this tutorial page, maybe Josh is too busy to fix this -
I stuck at document tutorial.
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Anyone remind me a function which returns animation ID of a model by input Animation name? something like this: local animID = model:GetAnimationID("running_loop") I think this function is not in document but it exists I remember that Josh told me about it once
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copy that "Failed to load texture..." line here. I don't get which texture loaded fail
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He put "Sol" entity to the input, this is really weird. What is that Sol object ? a pivot ?
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I have more simple one, only for detecting mouse scroll up/down, not for calculating HOW much scroll in Main.lua, add this at the bottom of main while loop (right above "end") lastMouseZ = window:GetMousePosition().z and add this as a Global function MouseScrollDirection = function() if window:GetMousePosition().z < lastMouseZ then return 1 --scolled up elseif window:GetMousePosition().z > lastMouseZ then return 2 --scrolled down elseif window:GetMousePosition().z == lastMouseZ then return 0 end --no scroll end Use this function in any Script:UpdateWorld() function to detect mouse scroll function Script:UpdateWorld() if MouseScrollDirection == 1 then --do something with scroll up --example: camera:Move(0,0,1) end if MouseScrollDirection == 2 then --do something with scroll down --example: camera:Move(0,0,-1) end end
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Finally, I finished creating a Dynamic AI Behavior System, that means there won't be a same combat situation each time player replay the map.
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sometime it just happens because you change model with a new bones structure/name in scene
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My new AI cover/fire system, AI now can choose his own target and fire from cover
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This looks interesting
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and this return to my original post problem which cause depth buffer
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Yes, increase near camera range can fix this glitch, but my weapon which is close to camera clipped out render. any proper way to fix both of these problems?
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My map is using terrain 256 x 256 and the range is about 220 / 256 of the map and this render glitch occur at closer range infact, about 40m (ingame) and when there is 2 layer of meshes are close to eachother. camera range is from 0 to 10000