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Canardia

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Everything posted by Canardia

  1. In C++ one should always use their own typedefs for all types, because the core types may vary between OS and different C++ compilers. Sometimes the dynamic behaviour is also wanted, and then you should use the native types.
  2. Maybe your Mac has a 64-bit OS, and you are still using a 32-bit Windows? I am using 64-bit Windows and 64-bit Linux, so I hope LE3 will work with them too.
  3. It's a kinda paradox situation: Leadwerks 3 won't be published until a game made with it is finished. And as we know, most games will be never finished. If Leadwerks 3 manages to make a game, it means that it is ready.
  4. I think it's a good idea to make a game with LE3 before releasing LE3, because that way you can really test that it has no bugs or lacks features which prevent making games with it.
  5. Many users don't even want to install the VS redistributable. I have some friends who refuse to install it. In that case you can still create a folder and include the VS redistributable as pre-packaged with your game, so there is no need to install it. Which is much cleaner IMHO, since it doesn't clutter your registry settings and program list. Even better is of course to use MinGW and create a single exe game, which is not possible with VS (it was only possible in VS6).
  6. I would make multiplayer game so that it's mostly based on client, and only very rare server communication happens, and even then in another thread so it doesn't lag the client. Lagging the client is worst thing you can do. You can always sync clients via the server every 1 minute or so, and it's fun to see the chaos. There is chaos anyway, so better make it fun.
  7. GLFW has both Cocoa and Carbon source code (7 files for each), and it supports OpenGL 3.2 contexts on OS X Lion. But if you got it working, then you probably don't need it anymore. Since the source code of GLFW is so tiny, you might find some useful code chunks in it though, just for reference.
  8. Take a look at GLFW, it's a very very small library (only 20 C++ files) which gives the basic function to create a OpenGL window on all platforms. http://www.glfw.org/
  9. Logos should be always made in svg format, so they are vectors and scalable. You can do amazing things with vectors.
  10. You will see less drawbacks if you take stand on the C side and use casually some C++ classes. It comes naturally that way. You do in C++ what is too cumbersome in C.
  11. Only C is also not good, you must mix C++ and C in a convenient way. Both have their benefits and drawbacks, so just avoid the drawbacks of both and use the benefits of both.
  12. Yes and no. The recent trend in game development is to use more C within C++ projects, because it's much faster to implement than those complicated C++ classes and their restrictions. Global variables for the win!
  13. I think the Wiki could be editable to a few key users, who have edited in the past anyway.
  14. There was a little ice on my terasse early this morning, so I guess LE3 comes out today?
  15. I have almost all engines on the market, but Leadwerks is still what inspires me most to write games, especially now the upcoming version 3.
  16. Canardia

    Visual Studio

    Actually I think that Win7 64-bit is faster than Win7 32-bit, especially if you have 16GB RAM. It will affect many things when you have enough RAM and 64-bit, and considering that 64-bit gives more CPU registers (and other CPU benefits) will add even more to the speed boost over 32-bit. It might be around 3% slower than XP, or even faster than XP, especially if you use the Windows 2000 theme and disable all services
  17. Canardia

    Visual Studio

    We should move to CodeBlocks and MinGW. It should be possible to use Leadwerks 3 like a complete game development environment on all platforms, and Visual Studio doesn't work on Linux or Mac. CodeBlocks works on all platforms and gives the same pipeline under each OS.
  18. He will still need a ClearBuffer() or DrawImage(blackrectable) to clean the buffer after initialization, because it's filled with random pixels.
  19. As far I know you have to RenderWorld and Flip to make even text or images appear of buffers. But you can you a blank world, so it doesn't actually render anything, but only populates the buffer with the text. The artifacts look like a non-renderworlded buffer.
  20. FPS depends mostly on buffer size and render passes. When you make buffers for animated textures, use a small buffer size, like 512x512 or 256x256, and don't render lights (=RenderLights) on it, but only geometry (=RenderWorld), also use Flip(0) because it doesn't need vsync.
  21. Also available as InkScape vector format (.svg) for editing: https://sites.google.com/site/mikazeka/filee-kapinetti/darkness_awaits.svg
  22. Not directly, but it helps a lot to make a device-independent program in C++, which can then also include cross-platform (universal) serial port controllers to switch on/off a coffee machine switch, or to give a signal to a lego robot which refills the water and coffee powder. Without Leadwerks, you would have to link all the libraries and tools yourself, which is much more work.
  23. There was a nice demo made by Josh, but it seems all nice stuff has disappeared after the "backup exercise" Anyway, I think for LE3 we need to do everything from beginning and then make tons and tons of backups, so we are not depending on Leadwerks website only I think google.sites provides a nice and free solution for making Gigabytes of backups.
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