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Canardia

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Everything posted by Canardia

  1. I think you both got multiplayer gaming wrong The player sends a force vector to the server, which then does the same on his own game, and sends the force vector to all other clients also. So if nobody moves for 5 minutes, no data is sent (as opposed as in bad network code, where the positions are sent in regular intervals, regardless if they have moved, or if they are moving with the same speed). Multiplayer gaming must also work offline, and support bad network lag. This is done by sending data less often, or not at all when its not needed or possible, however the gameplay of the players should not be affected for other things except the multiplayer aspect then.
  2. Yes the wiki has, if you search for "filter": http://www.leadwerks.com/wiki/index.php?title=Textures#TFilter http://www.leadwerks.com/wiki/index.php?title=Textures#AFilter EDIT: Yeah, macklebee is right, we should not post questions on public forums which belong to the forum which matches the topic. This thread would belong to General Programming and Leadwerks Editor. However, the board software does not support multi-area tags (or tag clouds) yet I think (posts which belong to multiple areas at the same time (with different weights)).
  3. Framewerk is not a 3rd party library, it's part of LE. It makes really no sense not to use it. If more features and customizations are needed in Framewerk, they can be added, but so far nobody (except Michael Betke) hasn't really said what they would like to see added to it. In the C++ version it would be easily possible to add a hook or callback to have your own custom postshaders added. It should be possible in the BlitzMax version too.
  4. I found out that a uselua=true/false control is not enough, as there is also an 3rd option: using LE 2.3 sbx files without LUA. This is needed, because some things in LUA don't work very well, like lights. They leave an unnecessary physics object in the scene, and I found no way to remove it without removing the whole light. So in order to load LE 2.3 scenes optimally, you would want to use LUA where it works, and ProcessScene for those parts which are not working so well in LUA. For this this I've thought to have 2 control flags: uselua and usenewsbx. Uselua would be then a 3-state flag (0=don't use lua, 1=use lua where it works, 2=use lua always). Default would be uselua=1. Usenewsbx would be default true, so LE 2.2x users can set it to false to load Sandbox scenes. LE 2.2x users could also specify non-sense combinations like uselua=2 and usenewsbx=0, to see what LUA would do for you, this would of course make sense only for testing purposes.
  5. You could also load the models, but with sbx you could open the scene in editor and adjust some road nodes, and then paste the code back to your C++ program.
  6. A sbx file doesn't have to be a complete scene, you can also load multiple sbx files, each having some other parts. All LoadScene does is to add entities to the world, it doesn't delete old entities .
  7. You can do it quite easily. Just create programmatically a sbx file and then load it.
  8. Many things in Editor stop randomly working from time to time. Then you can close all programs and suddenly they work again. Just had emitters stop working on firepit and a new emitter, but on one scene they worked, it's totally wierd B) I blame programming languages with garbage collection (like BlitzMax), as they allow the programmer to make randomly working code, since they don't crash each time when the programmer makes a mistake, and that's bad.
  9. I haven't published GameLib 0.0.15.0 yet, but I'll inform when it's ready for download.
  10. There were more things not working with Editor created scenes in gamelib. I have fixed so far skybox, water, sounds. Testing emitters now. Gamelib still supports 2.28 scenes, so I needed to add a variable to choose between non-lua and lua processed scenes: TScene::uselua=true is the default setting, so it will work with 2.3.
  11. Ok, then it's better to free it also.
  12. Doesn't seem to be needed, as the model disappears when I press the delete key in Editor.
  13. It doesn't work with terrain the same way. You need to hide some wall inside the terrain, but there was some other way to do it too, which I can't remember right now.
  14. I get those warnings in shaders.pak too, but everything seems to work. The only change I had to do in gamelib so far, was to add the skybox loader for Editor: (after the block with if(ek=="0")) ek=GetEntityKey(e,"skymaterial","nothing"); if(ek!="nothing") { GetFramewerk().GetRenderer().SetSkybox(LoadMaterial((str)string("abstract::"+ek).c_str())); }
  15. Canardia

    Framewerk

    I don't think the "Null Framewerk" message can be avoided, since the engine wants a global "framewerk" object, which can only be set from BlitzMax, as the structure of the framewerk object is completely different in other languages. I think Josh should remove the message completely.
  16. You should place the books in Editor, as they are physics objects.
  17. I would make all meshes out of smaller objects, and make each object a physics body. Then you can destroy and move everything.
  18. The "Null Framewerk" message comes probably because I need to publish the framewerk object to LUA in GameLib. The shader errors might be because you didn't use the latest shaders.pak.
  19. Ok, I can parent it to the lua object, but not to the entity, since then the animation would not work anymore. This seems to work fine, and it also deletes the cubes for each model you place in Editor: require "scripts/class" local class=CreateClass(...) function class:CreateObject(model) local object=self.super:CreateObject(model) object.cube=CreateCube() object.cube:SetPosition(object.model:GetPosition()) function object:Free() self.cube:Free() end end
  20. Canardia

    Framewerk

    Actually Josh changed it back, so Framewerk C++ has been now also changed back. There is no need for _adjust shaders anymore.
  21. You need to run the updater, Framewerk C++ was changed yesterday.
  22. I'm trying to spawn a cube when I place a model in editor, but Editor crashes when it tries to free the cube when I delete the model from Editor: function class:CreateObject(model) local object=self.super:CreateObject(model) cube=CreateCube() function object:Free() cube:Free() end end
  23. You don't necessarily need any inventory system, if you use physics for the inventory
  24. OpenGL does this automatically, you can check also when you are inside the building, how many polys are rendered.
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