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Canardia

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Everything posted by Canardia

  1. Yes, everything works better without .NET
  2. You don't use the newest engine.dll.
  3. Canardia

    Framewerk

    That's just because the bmx framewerk is not uptodate
  4. Canardia

    Framewerk

    You don't need to put anything back, since when Josh uploads the new shaders.pak, your Renderer.cpp will be returned to the original version also (when you run the installer).
  5. str is "the null terminated C string which LE uses", it's not the same as char*, although it might be currently similar. At the moment it's also unsigned char*, since not all C++ compilers work with signed chars for strings. In future str might be also unsigned int*, if there are some multibyte string functions. The whole point of declaring your own types is that your code stays compatible with all current and future OS and hardware. LE uses also flt instead of float (which is used as "the floating point resolution which LE uses for GPU floating point numbers"), since GPUs might soon be all 64-bit, so you don't have to change any code then either, as the headers will then have flt defined as double. Note that for pure mathematical functions you should always use double, as it's about twice as fast as float. bool is also twice as fast as int.
  6. Canardia

    Framewerk

    Until Josh has uploaded the new shaders.pak, you can disable the _adjust shaders in Framewerk by searching for the line in Renderer.cpp which says postfiltername = "_adjust" and replace it with postfiltername = ""
  7. DrawShadowText is a standalone function since Framewerk 1.03.
  8. Canardia

    Framewerk

    As far I know those *_adjust.* shader files have never been published yet, and even I don't have them, but Framewerk uses them. Josh just needs to upload them to the sync.
  9. Maybe the temporary files in your .bmx folder are corrupted and using code from the old 2.3 SDK. BlitzMax does that quite often. Then you can just delete the .bmx folder and have clean compile. Disabling the Quick Build mode in BlitzMax should do the same, but I trust more deleting the files myself.
  10. Maybe you have some hidden character between the "" which your BlitzMax IDE doesn't show. Try to delete the "" from both lines and rewrite it again.
  11. Why don't you print out the value of submersioncolor, then you see if it's empty or not.
  12. You don't necessarily need to load a sbx file, but you could also load the positions of the models from a sqlite database, then you would get also infinite streaming capability. But you should still delete and recreate the world when you switch from outer space to inside a space station.
  13. Multithreading can be cores times faster, or cores times slower, depending on what you do. Usually it's faster when doing some non-memory intensive things on other cores, and slower when accessing memory on other cores. A quaranteed benefit of multithreading would be to put disk I/O related stuff to another core, then it doesn't matter if they are a bit slower, since they don't block the main core anymore.
  14. You should just load different sbx files for each environment. The gamelib demo has an example how to switch between 2 sbx maps.
  15. I think there's something special about the video. It's not like a normal hollywood movie, for example transformers or war of the worlds, because it wakes some feelings of deepest your nightmares of your childhood. One thing is that those spacecrafts shoot with miniguns at people in a city block, another is that those big robots join to form a nuclear bomb pressure chamber while one guy is watching it from a window just 10 meters away, the third thing is that people don't panic or get hostile before the aliens go hostile, but rather film and watch them. Hollywood doesn't do that, it's too real, too close, too touching. Rather they take distance and make mass killings of people look like a nice firework. Hollywood movies give people a chance, and predictably the people always win in the end. This guy doesn't, he shows clearly that people have no chance (you can't predict the end though). I just hope this guy can keep his style when the real movie is published, and it's not gimped by hollywood rules. Lucasfilm left hollywood for the very same reason, and made their own studios.
  16. This guy made a 4 min video for a $300 budget on youtube and got a $30 million contract from hollywood 3 days later by e-mail to make a full movie of it:
  17. It doesn't really matter if the mesh translates during the animation, as you can translate it back to the mesh, and move the body instead. This can be done with a very simple function which calculates the bone movement and converts it into mesh counter-movement. Actually an animation which translates the mesh is even more useful, as not all movements are linear in speed, so you have more information in them as with a animation which keeps the mesh in the same spot.
  18. 1) Bags - Items have different shapes and sizes, you have to fit them in as best you can. In addition items have also different weights, so you get encumbered if you carry too much. The more you carry, the slower you move. To equip different item sets, you use some sketches (which are also items in your bags) which work like bags, except that they contain only links to items. If a link to an item is not in one of your bags, but in the bank, then it can't be equipped. You can also have mules and wagons, which can carry the bags for you.
  19. Actually the mouse itself can have like 1000 units per pixel, which you can test by applying a small force to the mouse, and after a while the mouse cursor will move one pixel on the screen.
  20. I think you get smoother movement if you divide by 2.0 instead of 2. Round() usually tends to round down when it should round up, so you might get irregular movements.
  21. Maybe you forgot to update some files, make sure you have the newest framewerk files, newest shaders.pak, newest graphics card drivers.
  22. You can see in the engine.log if there are any errors while loading the game.
  23. The map from the Power Tutorial works fine for me with GameLib with LE 2.3. There might be some issues with the LoadMap command since it was mainly developed with LE 2.28, but I don't know of any bugs at the moment. The mouselook is supposed to crash if no player entity is found in the map and if you don't set the player in code (like you commented the line out), I could add somekind of checking to it
  24. If you want no fog from 0-10 meters, then you should use Vec2(10,100). The distance between the values only means how rapidly the fog density should grow from 0% to 100% fog. You need also to set the FogColor, and control the translucency of the fog with the alpha value. Then there is also a FogAngle command, which sets how far the fog should raise above the horizon.
  25. It look somehow good, but it's missing a lot of stuff too which could make it look much better. It looks flat. Crysis still has these unexplainable highlights on tree leaves, which could be roughly described as 4 different brightness levels on the tree leaves:
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