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Canardia

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Posts posted by Canardia

  1. That's where the wiki comes in handy: http://www.leadwerks.com/wiki/index.php?title=Collision#Collisions

    Actually LE doesn't have other collidable collisions than sliding collision, probably because the behaviour is then handled by physics settings (BodyFriction, BodyBounciness, etc...), I remembered it from Blitz3D which has no physics and needs to simulate that behaviour via the Collisions command. Also the recursiveness is set with EntityType.

  2. The actual number of EntityType doesn't have a predefined meaning, it's just a number you use in combination with the Collisions() command to define which EntityTypes should collide with which EntityTypes and how (sliding, stopping, informational) and how deep (recursively all childs or just the body in question).

     

    In addition you can also use the SetCollisionCallback() command to add automated program code which is executed when a collision of specifed EntityTypes happens. For example, in addition to the normal sliding collision of a rock on a slope, it would also emit a rumbling sound, and why not also some dust particles.

  3. GameLib itself is ready today (almost got it ready yesterday already), but Josh needs to update a few C/C++ files (which I sent him yesterday also) since they were missing the commands for fog range setting.

  4. Basically you can "customize" 3DWS by adding your own custom entity keys to objects. Then you just make your code to recognize those custom entity keys, but there's no way to make 3DWS recognize them (other than just having them as keys and/or as entities with those keys prepopulated).

     

    Instead of always manually adding all custom entity keys, you can also add your custom entities to the entities.def file at the end, for example if you want to add a weapon to 3DWS, you could add this:

    @pointclass Weapon : "sprites\weapon"
    [
    firepower : 100
    range : 200
    delay : 10
    ]

  5. I started to work on gamelib 0.0.16.0. This is getting interesting... Framewerk C++ source has been removed, and LEO (which has Framework C++ classes) has been added :)

    I think it will be ready today, as it's not too much to change, when done this way.

     

    Actually there shouldn't be anything to change, if LEO's Framework works the same way as the Framewerk C++ did, which is again a good thing, because then GameLib keeps it promise that customers don't need to change their code when the engine changes and they use GameLib. That's the idea of ROI.

  6. I'm not sure, at least it was still there when I didn't delete the old entity created with Sandbox. I guess there are still many people who have old entities in their Editor maps, since they didn't recreate all entities with Editor, so I have to make sure that gamelib supports both Sandbox and Editor sbx, even if they are mixed in the same sbx file (which is obviously quite common).

  7. The missing classname for directional light is indeed the reason:

    Model {
    path="light_directional.gmf"
    position=-20.9827633,131.497437,2.42692709
    rotation=55.0000496,0.000000000,0.000000000
    scale=0.999997675,0.999998093,0.999998093
    id=76090920
    "class"="Model"
    "intensity"="0.5"
    "name"="directional_4"
    }

    But I can fix that in gamelib, to make it look if the "name" key begins with "directional", as I've done for ambient light in 2.3 also.

     

    Line 1491 in gamelib.cpp would then look instead of:

    if(uselua!=2)if(cn=="light_directional")

    somehow like this (I need to test it first):

    if(uselua!=2)if((cn=="light_directional")||((en.compare(0,11,"directional")==0))

  8. It worked fine the last time I tried it (2009-12-30), but from what I understood there was some update over new year which apparently broke something. I need to check if I get the same problem, now that I'm back from the new year trip.

  9. Yes, that's exactly why I need to do for the gamelib versions of the LUA scripts. In additition I also need to add some missing light settings, like shadowsoftness, additional lightmap sizes, and a bigger lightrange slider. Those things should be in my opinion in the default engine, but they are not.

  10. Ok, I found the reason why Roland gets those warnings. He is using Framewerk directly, and not via gamelib. When I tried to make a new project which had the Framewerk files directly included as source, then I got those warnings too.

     

    I'll fix those warnings and send Josh the updated files.

    EDIT: Sent new renderer.cpp to Josh

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