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Canardia

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Everything posted by Canardia

  1. You need to write a LUA script for the model which uses the Animate() command.
  2. example02.lua doesn't work
  3. I think it's good to learn C++, because then you can do anything, and you can use it at the office too. Just don't make the mistake and learn old C++ (with pointers and new/delete operators), but learn the new C++ with references (instead of pointers) and STL (to replace pointers and new/delete needs) and Boost libraries.
  4. You can use the Curve() function of LE to smoothly interpolate to a certain coordinate, or you can parent the camera to a physics sphere and move the sphere with force commands.
  5. http://en.wikipedia.org/wiki/Wheat_and_chessboard_problem#Origin_of_the_problem
  6. Soon you should start charging for the next 64 models: 1 cent for the first, 2 cents for the second, 4 cents for the third, ...
  7. LOL @ TrueBones: It has also a "ObamaBones Motions" pack
  8. Canardia

    2.3 Sync

    Here's the LEO version to set the global fw variable in LUA (LuaTools is not part of LEO, but it inherits LEO's Lua class, so you have to copy this code to your program): class LuaTools : public Lua { public: int GetStackSize() { return GetTop(); } void SetStackSize( int size ) { int currentsize = GetStackSize(); if( size<currentsize ) Pop( currentsize-size ); } void SetScriptObject( const std::string& name, BP o ) { int size = GetStackSize(); PushObject( o ); SetGlobal( name ); SetStackSize( size ); } }; Then you can load a whole scene without any need for processcene (water, skybox, lights, everything works): #include "leo.h" using namespace LEO; int main() { Engine engine; Framework fw; engine.Create("Integrated Framework Demo",640,480); fw.Create(); LuaTools luat; luat.Create(); luat.SetScriptObject("fw",fw); fw.SetStats(2); Scene scene; scene.Load("abstract::main.sbx"); fw.main.GetCamera().Move(-10,140,30); fw.main.GetCamera().Turn(0,180,0); while( !Keyboard::I****() && !engine.IsTerminated() ) { fw.Update(); fw.Render(); engine.Flip(0); } fw.Free(); return engine.Free(); }
  9. No, there are more. And as I wrote before, the source is usually not used to modify the engine, but used rather as a business backup.
  10. Obviously there is a source license, as I am writing this. There is also a team/studio/school/etc... license, all is handled and judged on individual cases, just write to support at leadwerks dot com to get the best license you need for your business.
  11. Swearing is not allowed on these forums.
  12. LE should use an physics abstraction layer, which allows people to write their own implementation of physx, havoc, ode, bullet, etc.... Newton should be a default example.
  13. Canardia

    Beginner

    Use Editor, it's like making 90% of the game. However, Editor is not fully equipped with all game related entity scripts yet (me and Rick are working on those). In Editor, you place all the models, lights, effects, etc... You can then press Ctrl-G to run the default game script (fpscontroller.lua), and that same script can be used also for the final game; although the game might need also a bit more kick (speak: SQLite database, PS3 6-axis controller, etc...) so it could be run from a C++ app. That however, doesn't change or replace anything what you do in Editor.
  14. Well, you can use C++ code in BlitzMax, but that's not the point here now. BlitzMax should have a similar method to construct a foreign type from pointers, like in the C++ example I showed. Indeed, Josh started to use those wierd [] operators for float arrays some time ago, so instead of saying Vec3(1,2,3) he says [1,2,3]. So I think the Byte Ptr problem could be easily solved using the fact that Vec3 is just an array of 3 subsequent float (4 byte) values.
  15. It could be a 3DSMax problem, if the models are made with 3DSMax. When you modify anything in 3DSMax, all faces are randomly flipped. 3DSMax has a "bug fix" tool which then flips all faces outside again.
  16. Ugh, you should use framework in first place. It's horrible to read code which uses custom buffers and renderlights and stuff
  17. Canardia

    Future Ideas

    No, a SQL database handles queries to lookup only the records which are close enough by its XYZ coordinates (the SQL engine needs to support exclusive greater/smaller than queries which perform like indexes), so you don't need to loop through all records. You don't also need to check the entities in each frame, but only every 10th-30th frame. You can see that kind of behaviour in MMORPGs like AO, but also in Crysis where objects are first loaded and painted with an average texture color, and then textured later on.
  18. I posted a standalone version of fpscontroller.lua long time ago: http://leadwerks.com/werkspace/index.php?/topic/73-run-sbx-scene-outside-the-editor/page__view__findpost__p__659
  19. Basically not bad, but it can be improved with very little effort: place the swirl emitter at the beginning (like in Far Cry 2) to avoid those popping up of new sprites at the top, and make the falling emitters longer sprites, not so round (or maybe it can be done with the existing sprite, if you make the falling stream not so broad).
  20. Yeah, that's how Lua entities should work. I think at some point there needs to be some standardization how plug-in Lua scripts should work, and what global named objects or other entities they are looking for. One standardization there is already: fw=GetGlobalObject("framewerk"), although it might be renamed into framework soon (due to general definitions of the term "framework", and naming conventions in LE).
  21. 2D sprite emitters have a lot of problems anyway, I must really implement 3D mesh emitters with physics into GameLib.
  22. Sounds similar like GameLib. I'm planning also to make certain functions work with Lua scripts, but leave the C++ version still there as an option. If you make your scripts public, I guess they can be copied to a community project like GameLib, which is also free for all LE users?
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