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Rekindled Phoenix

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Everything posted by Rekindled Phoenix

  1. Using any amount of GPU cores is not the same as a multi-threaded application. It's not the GPU cores that Ubu cares about, its the amount of threads per process that he can use in code to take advantage of the Leadwerks Engine. Lumooja, are you confusing cores with threads? The thread that initializes the Graphics Window is the only one that can make engine calls. Ubu and Rick, am I correct on this?
  2. I just wanted to say that I'm very happy with the Raycasting methods in the new C# Headers. I appreciate (TylerH, Ubu)'s hard work to keep the .Net LE community alive. BTW, Where should I post notes about Header bugs / suggestions. I don't think we should be creating new topics per issue.
  3. Ubu, along with TylerH have created a wrapper class in the C# Programming Forums. It's a wonderful OOP class that takes advantage of all the game engines functions in addition to v2.3's Framewerk effects. From the showcase forums http://leadwerks.com/werkspace/index.php?/topic/605-first-c-framework-screenshot/ (Since it's a .Net DLL, VB.net is also supported.)
  4. So even with the Abstract Path as the SDK or SDK/Scripts folder, the scripts still don't work. No light. *Reads* Why can't Lua files be in the Abstract Path directory instead of adjacent to the EXE? So I've copied and pasted the entire Scripts folder into my Debug / Bin folder, where VS2008 creates the EXE. Now I have too much light, even if I change the intensity in the SBX file. Everything is pure white... EDIT:(...and is the framewerk water level supposed to follow your camera? O.o)
  5. I'm waiting for Josh to give me access to the 2.31 Dll, So I don't have access to Framewerk yet. Josh just gave me access to the 2.3 files this morning. So far adding "world_main" or "world main" does nothing. This is the start to my testing app. Am I loading the Scene correctly? VB '//Add Scene, needs a pointer for constructor Scene = New Scene(LoadScene("abstract::Distopia.sbx")) '//With Framewerk (alternate) Scene.Load("abstract::Distopia.sbx")
  6. I 'm having issues loading the lights of a scene when calling the C# Header function LoadScene. I didn't think that the engine natively had that function, I thought it was part of an additional file. Here is my light declaration in the SBX file (2.28) Model { position=0.000000000,1.00000000,0.000000000 rotation=54.9999962,24.9999924,3.02546209e-006 scale=1.00000000,0.999999881,0.999999940 "classname"="light_directional" "color"="255 255 255 255" "intensity"="100" "name"="light_directional" path="light_directional.gmf" Any suggestions to get my lights to show up? (besides creating new ones)
  7. I don't know what plans Josh has for vegetation, but I assume scaling may be a future feature. If you download a 3d Modeler, you can resize any of the models to the scale you want. You could always hand place rocks in a cluster, then copy and paste each group in several additional rotations for randomness. Remember to keep an odd number of rocks as you hand place them. It will create a better composition overall. If you need additional assistance, feel free to PM me.
  8. Looks wonderful. Wait-- why would anyone think that's a man?
  9. I think Josh has made the networking code thread-safe. It used to be in a separate DLL as an abstract layer to the LE API. OpenGL seems to only respond well to the process' main thread for engine commands (excluding networking) when it comes to C# / VB. If another thread calls graphics commands, it's ignored or the application throws an exception. Can anyone else verify that I'm correct?
  10. Is there any way for two or more threads to easily call engine commands? Let's say I have one thread in a render loop. If another thread that manages AI needs to check entity visibility using raycasts, how should that be done without 'locking' the main thread?
  11. I'd rather take my .NET code and port it to XBox360 via Visual Studio / XNA. Much better visibility and a greater market-share than the mac-gaming community. As an indie developer that would be a bigger piece of pie for investors and publishers to grasp as a concept on a console that's popular. What do you guys think?
  12. I really think this type of think should be placed in the assets / resources section for all to find. It's something that's used in a variety of games.
  13. OMG you have just made my day. Thank you Ubu and Tyler! I was getting so stressed about the Raycasting issue. My NPCs can't breathe without them. When you are done could you make an update to one of the pinned forum posts or note me?
  14. What'd you mean by this? I can't get Picks to work.
  15. I created a class that inherits the controller, thus am able to store data / properties per NPC. This allows for single frame events to be fired. With the movement at a high value for one frame, (and even a jump) the NPC can look like it's knocked back abruptly when damaged. I think your method of creating a temporary body, applying force, then setting the global position should work just fine. another idea would be getting a vector3 behind the controller, and using a Curve() math function on it. Just some ideas
  16. Have you tried scaling them in the editor, or in code?
  17. I'll try to come up with both fantasy and clutter model sets. At the moment I'm busy with other personal projects, but once I'm done with the cave set for LE there will be lots more models to come.
  18. I think it would be great PR for your engine Josh. Will someone else be able to represent your engine at the GDC?
  19. Rekindled Phoenix

    Aerora

    wonderful work Ubu.
  20. @TylerH I don't remember what you did wrong. I think the C# community has had some problems with LE picks. Unless Ubu has solved the issue, I'm sure he'd like help with that before 1.2 is released. Could you help him out?
  21. What kind of 'knock back'? Couldn't you just have it walk backwards with a high negative movement and abruptly stop?
  22. I agree with Niosop. In the Sandbox, how close is your camera to the ground that the rocks are getting placed on?
  23. I'm really excited to soon release the first collection of cave sets. What should be my next project?
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