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Posts posted by Canardia
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I think what he asked is if Leadwerks 2.5 runs on Win8 64. It runs on Win7 64, so it should run on Win8 64 also.
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I like realtime lightmaps, but no engine can do them.
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I'm mostly worried about decent, usable shadows. LE2's shadowmapping works only for very short distances, and everything beyond 500 units is just fullbright. OpenGL stencil shadows would provide infinite distance of shadows, which is very important for me, but I think Josh doesn't like them. So I really don't know how to make a decent game with shadows on Android and Windows, because all the engines which actually have decent shadows have no C++ support.
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Roland made a skybox making tutorial in the Wiki:
http://www.leadwerks.com/wiki/index.php?title=Making_a_skybox_using_Terragen
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Or even shorter:
sequence=1+KeyDown(KEY_W) or KeyDown(KEY_A) or KeyDown(KEY_S) or KeyDown(KEY_D);
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Someone just posted a custom shader for UV scaling and scrolling (=offset), so theoretically it could be possible to use different UV offsets for cubes of the same material/shader, by telling the shader to use different offsets based on some value which different for each cube. The EntityColor could be one such value, so it could be used as a mapping value for a UV offset.
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You can use EntityColor() to color cubes of the same instance differently.
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Btw, Whisper's updater doesn't need proxy settings, because it uses IE's proxy settings.
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It failed for me also on Windows 7 64, so I used this updater which works fine on all Windows:
http://www.leadwerks.com/werkspace/files/file/24-wh1sp3rs-sdk-installer-and-updater/
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Look how gamelib does it.
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So do I, I get very stressed by the long compilation times of Visual Studio, because my style of game development is to write small code changes and then compile and test it. CodeBlocks compiles much faster than Visual Studio, and also produces faster code (with MinGW64).
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Not from Josh, but I work only with CodeBlocks, so when I get to test LE3, I will test it only with CodeBlocks and mingw64.
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I think the project wizard targets are freely customizable via some .ini file, so we can add our own languages templates.
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You are probably initializing Framework before Graphics is created. If you use LEO classes in your own classes, you should always specify Classname object(CREATE_LATER), else your classes will launch in a random order (in the order you declared their instances).
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It disables creating the engine.log file and also any output into the engine.log and to stdout from the engine itself. But it doesn't disable stdout from C++.
You can compile my example with mingw64 using:
g++ main.cpp -Ic:\prg\le\cpp c:\prg\le\cpp\engine.cpp -O6 -static -m32 -o main.exe
to see it yourself.
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AppLogMode(0) disables all the engine logs, and you can still use use printf() to print your own debug messages:
#include "engine.h" int main() { Initialize(); AppLogMode(0); Graphics(); CreateFramework(); CreateSpotLight(); BP cube=CreateCube(); MoveEntity(cube,Vec3(0,0,5)); double n; while(1) { UpdateFramework(); if(KeyHit(KEY_A))printf("**** My Debug Message ****\n"); if(KeyHit(KEY_ESCAPE))break; n=AppSpeed(); TurnEntity(cube,Vec3(1*n,2*n,3*n)); RenderFramework(); Flip(0); } return Terminate(); }
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It's very simple actually. You can use a normal Apache PHP server, and send HTTP requests to the server.
For sending HTTP request, you can use for example libcurl ( http://curl.haxx.se/ ), which is very easy to use, for example:
/* A multi-threaded example that uses pthreads extensively to fetch
* X remote files at once */
#include <stdio.h>
#include <pthread.h>
#include <curl/curl.h>
#define NUMT 4
/*
List of URLs to fetch.
If you intend to use a SSL-based protocol here you MUST setup the OpenSSL
callback functions as described here:
http://www.openssl.org/docs/crypto/threads.html#DESCRIPTION
*/
const char * const urls[NUMT]= {
"www.haxx.se"
};
static void *pull_one_url(void *url)
{
CURL *curl;
curl = curl_easy_init();
curl_easy_setopt(curl, CURLOPT_URL, url);
curl_easy_perform(curl); /* ignores error */
curl_easy_cleanup(curl);
return NULL;
}
/*
int pthread_create(pthread_t *new_thread_ID,
const pthread_attr_t *attr,
void * (*start_func)(void *), void *arg);
*/
int main(int argc, char **argv)
{
pthread_t tid[NUMT];
int i;
int error;
/* Must initialize libcurl before any threads are started */
curl_global_init(CURL_GLOBAL_ALL);
for(i=0; i< NUMT; i++) {
error = pthread_create(&tid,
NULL, /* default attributes please */
pull_one_url,
(void *)urls);
if(0 != error)
fprintf(stderr, "Couldn't run thread number %d, errno %d\n", i, error);
else
fprintf(stderr, "Thread %d, gets %s\n", i, urls);
}
/* now wait for all threads to terminate */
for(i=0; i< NUMT; i++) {
error = pthread_join(tid, NULL);
fprintf(stderr, "Thread %d terminated\n", i);
}
return 0;
}
This example is also multi-threaded, so it doesn't stop your LE main thread while sending/getting HTTP data from the web server.
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Standard OpenCL works with all GPUs, so this Bolt wrapper might add some incompatibilites, if it's not open source or is using AMD specific commands.
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You can use 7-zip to make a zip file with compression which works as LE pak file.
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I hope png at least, I don't want to store uncompressed dds on my harddisks, since they are huge.
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GTX 560 is about twice as fast as Radeon 7770, and the price is the same:
http://www.hwcompare.com/11885/geforce-gtx-560-vs-radeon-hd-7770/
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You can use the UpdatePhysics hook:
require("Scripts/constants/keycodes") require("Scripts/console") local bonks=0 local frames=0 function MyPhysicsHook() bonks=bonks+1 AddConsoleText("PhysicsUpdates: "..bonks.." Frame: "..frames) end --Register abstract path RegisterAbstractPath("") --Set graphics mode if Graphics(1024,768)==0 then Notify("Failed to set graphics mode.",1) return end world=CreateWorld() if world==nil then Notify("Failed to initialize engine.",1) return end fw=CreateFramework() camera=fw.main.camera camera:SetPosition(Vec3(0,0,-2)) light=CreateSpotLight(10) light:SetRotation(Vec3(45,55,0)) light:SetPosition(Vec3(5,5,-5)) model=LoadModel("abstract::oildrum.gmf") ground=CreateBodyBox(10,1,10) groundmesh=CreateCube(ground) groundmesh:SetScale(Vec3(10.0,1.0,10.0)) ground:SetPosition(Vec3(0.0,-2.0,0.0)) groundmesh:Paint(LoadMaterial("abstract::cobblestones.mat")) ground:SetCollisionType(1) Collisions(1,1,1) --DebugPhysics(1) SetStats(0) light=CreateDirectionalLight() light:SetRotation(Vec3(45,45,45)) local timer=AppTime()+1000 consolemode=1 AddHook("UpdatePhysics",MyPhysicsHook) while AppTerminate()==0 do if KeyHit(KEY_ESCAPE)==1 then break end if timer<AppTime() then timer=AppTime()+1000; model=CopyEntity(model) model:SetPosition(Vec3(0,10,0)) end fw:Update() fw:Render() frames=frames+1 DrawText("FPS: "..UPS(),300,0) Flip(0) end
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I have successfully used a PS3 controller on the PC with the SDL_Haptic lib, and I think it supports XBOX 360 controllers also. Just google for SDL_Haptic, or maybe nowadays it would be GLFW to google for, since things change, but there will be always one lib which support PS3/XBOX controllers on PC.
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Like I said, it's the BlitzMax GUI, not sure why my comment was deleted. I actually read about the riched20.dll problem on a official report where I had to fix 20 servers at office. Maybe it is not allowed to critisize BlitzMax, I can't see any other reason.
Adding external force to character controller
in Programming
Posted
You can make a physics hull with physics boxes around the character controller, because other physics bodies can move it.