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Posts posted by Canardia
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You can put environment variables in c:\autoexec.bat, like this:
SET ANDROIDNDKDIR=C:\PRG\NDK
Or the new style is to put them in the My Computer/Properties/Advanced System Settings/Environment Variables.
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Physics uses internally something similtar to AppSpeed(), so you should not use the AppSpeed() multiplier for physics commands like AddBodyForce(), AddBodyTorque(), etc....
Animations are kept at computer independant speed also using the AppSpeed() multiplier, in the Animate() command.
Like:
frame+=0.1*AppSpeed();
Animate(model,frame).
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Yes, you simply multiply all movement and animation speeds with AppSpeed().
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Yes, because it's Android:
https://play.google.com/store/apps/details?id=tuioDroid.impl&hl=en
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Ouya is just a normal Android phone, so yes, LE3 runs on Android/Ouya. And it doesn't use the slow and buggy Java, but the fast and flawless C++ on Android.
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Nobody knows exactly, but I estimate 9.83752 months.
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All of the above is possible when you use a mesh terrain.
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That's basically the same what I meant. LucasFilm did not want to follow the mainstream Hollywood rules (americans always win at the end, and the hero never dies), Indie game companies can make also other games than Doom clones like the CoD series, like MineCraft, 2D games, etc....
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There is not even a clear definition what indie is. LucasFilm is multi-billion company and is indie, another indie company made a movie which I think is the best movie of all times: "The Man From Earth" with a $10000 budget, any schoolboy who makes something free or commercial is an indie, people who make something which is free of all rules and habits is indie. Indie just means independant, and it can be indepandant of anything: money, culture, society, rules, ideas, people, or even it's own definition
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Hi and welcome to the Leadwerks Community!
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I was only quoting Paulo Coelho Of course quotes are not personal attacks, because they are just quotes. You don't change what they said or assume anything about them.By the way ... inferring I am not intelligent by addressing someone personally is paramount to a personal attack You might want to think on that lol
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It should be stopped to use personal attacks, like "you are", etc.... It's really annoying, because Paulo Coelho also said that intelligent people discuss what was said, and not about the person who said it.
Oh, actually it was Eleanor Roosevelt who said it originally:
“Great minds discuss ideas. Average minds discuss events. Small minds discuss people.”
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The problem with Shiva is that it's too GUI oriented. Other than that, it's the only engine on the market which can do realtime shadows on mobile.
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I think it's all about defining and agreeing on a interface pattern. When all functions and classes follow the same pattern, you could reuse C++ code much easier. Additionally also a game design pattern should be agreed on, which works for all kind of games, except maybe some experimental games. Most things in life can be done much better with agreements, than with forced programs.
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You don't really need pointers when you use vectors. Just have a temporary scope object and populate it with different values before you push it into the vector. The vector takes a copy of it anyway.
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Considering that Editor is written in BlitzMax, BlitzMax must have all engine features exposed. I just hope Editor doesn't have too much additional features, which the engine doesn't, like programmatic CSG functions.
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The big question is when?
Josh said today: "not months", so it could mean in less than 2 months, which would fall in the 2013-02 month.
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I wanted to collect known facts about LE3, basically what Josh has said publicly. Correct me if I am wrong or reply with more facts I didn't know yet.
LE3:
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Availability
- will be released in 2013-02
- boxed version shipping to all LE3 owners in 2013-03 >>
- LE2 owners get it earlier via digital download >>
- LE2 owners get it cheaper
[*]Programming
- can compile for Windows XP, 7 and 8, Android, iPhone, iPad, OSX
- Linux version coming probably this year also, since Steam goes Linux too
- apps compile directly to all platforms from the project manager >>
- scalable architecture, which allows with OpenGL 1.x driver the engine to run on any toaster
[*]is written fully in Visual Studio 2010 C++
- can be probably recompiled with Visual Studio 2012 C++ or even mingw64 with some additional effort, making a 64-bit version possible
[*]uses LuaJIT 2.0
[*]has project templates
[*]BlitzMax module is included, because Editor is written in BlitzMax using the engine.dll
[*]is multithreading capable
[*]can be programmed with C++ and Lua on all platforms >>
[*]has pathfinding
[*]has an advanced Lua IDE with realtime debugger >>
- Linux version coming probably this year also, since Steam goes Linux too
[*]Physics
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uses Newton 3.0 Beta
- can probably use Bullet 2.8 also when someone writes a driver for it?
[*]has scalable physics bodies
[*]all models have physics
- can probably use Bullet 2.8 also when someone writes a driver for it?
[*]Editor
- supports .png texture format, because Editor converts it into native .tex texture format
- supports .gmf model format, because Editor converts it into native .mdl model format
- replaces the 3D World Studio product line, and can be seen as "3DWS6"
- has multistep undo/redo
- has CSG, which could be perhaps used to replace 2.5D terrains?
- supports prefabs from all models in editor, not just CSG brushes >>
- can scale models, so it doesn't matter in which size your original model is
- has flowgraphs for scripting, which can be shared across users
- fully automatic pipeline
[*]Documentation and Support
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has online and printed documentation, which is available also as pdf file >>
- has a fully ready game called "Darkness Awaits" included with full source code
- is being developed actively, on daily basis
- 24/7 online support via registered member forums
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networking, terrain and ocean to be added at a later date
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has dynamic shadows only in OpenGL 4.x (and OpenGL ES 3.0?) version
- will be released in 2013-02
what else?
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Availability
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Seconds, lots of seconds. 45e16 seconds since the big bang. Hmm, 45e19 milliseconds.
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However, quite often it happens that the same code runs differently in debug and release mode, and either the error occurs only in debug mode, or only in release mode. Then it's impossible to debug the program, except with printf(); statements until you find the line which causes the error.
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That's the only way you can host a MMO on your own server with 1MBit/s connection. Movement can be point and click style, and fights can be easily predicted based on the equipment and enemy.
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So you want to only send some network traffice once a min? Think if it took a minute before others see your chat messages. Or a minute to tell you that the other player actually picked up this item that you thought you picked up because you both got there at at the
You can do it the other way around: Let the player request an item to pick up, and after some time the server will tell the player if the pickup was succesful. It doesn't have to appear as long waiting time, but you can have a game story why it takes sometimes longer to get an item, for example the item must be carefully removed to avoid it getting damaged. Kinda when you remove some jewel from a statue, it takes also time.
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I would use pthreads, because it's cross-platform. It's built-in in mingw64, but for VisualStudio it's a seperate download: http://sourceware.org/pthreads-win32/
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I still think that network messages should be transferred in a low priority thread, like only once every 60 seconds. The rest can be done with AI prediction.
Set an Environment variable in Visual Studio 2010
in Programming
Posted
I don't think Visual Studio has anyway anything to do with Android NDK, because you need mingw64 or cygwin to compile with it.