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Brent Taylor

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Posts posted by Brent Taylor

  1. Look into Lightworks. It's a pro level NLE. I warn you though, the interface is not at all standard. In fact the workflow isn't intuitive in the slightest. It is however incredibly fast to work with once you've gotten it down.

  2. time wasted

    C++11 and Intel Xe are ready to do this and faster....

     

    Keep in mind he's looking for a relatively cross platform solution. C++11, while finalized, hasn't been adopted across all compilers and runtimes yet. Intel XE is x86 specific. Neither are really appropriate.

     

    Honestly I'm going to have to agree with Metatron here. Boost::thread is the best option currently.

     

    @Josh

    You really should look into the Boost library. Most of it is all template code and is designed to simply be included in a project and used, not dynamically linked. It's very likely the most commonly used library used with C++ outside of the STL itself.

  3. @Josh

     

    One nitpick I have is your definition for the Thread class. That was fine back in the days of C, but we have C++ now. ;)

     

    #include "../le3.h"
    
    #ifdef WINDOWS
    namespace win32
    {
           #include <windows.h>
    }
    #endif
    
    namespace le3
    {
    
    enum Thread_State {
    	THREAD_FINISHED,
    	THREAD_RUNNING,
    	THREAD_PAUSED,
    	THREAD_READY
    };
    
    
           class Thread
           {
           public:
                   Object* result;
    
                   #ifdef WINDOWS
                   HANDLE id;
                   Thread_State m_State;
                   #endif
    
                   Thread();
                   ~Thread();
    
                   virtual void Wait();
                   virtual bool Resume();
                   virtual bool Pause();
                   virtual int GetState();
                   virtual Object* GetResult();
           };
    
           Thread* CreateThread_(Object* EntryPoint(Object* o), Object* o=NULL);
    }
    

     

    An enum type is far better suited to this.

  4. But surely the graphics will look roughly the same, otherwise what is the point in making games for older PC's with LE3?

     

    A larger audience? The graphic quality and performance will scale. On low end machines you'll have lower end shaders (or no shaders at all), no tesselation, etc. No, the graphics will not be comparable. Nor are they meant to be.

  5. I stand corrected. :)

     

    Now, keep in mind that the original creator does still own the copyright of the original work and therefore you would have to credit them (depending on your countries laws of course). Also, be very careful doing this. If they used any content that they do not own a license to use in such a fashion, you would also be infringing. For example, lets say they used someone's photo of one of the pyramids in Egypt to texture one of their models without permission to be bound to Google's TOS. Now it's not likely that you'd be caught, but I would highly suggest saying away from the 3D warehouse anyway.

  6. I'll show you real example:

    X-ray works fine with "a lot of materials per model"

    Gamebryo works bad with "a lot of materials per model"

    [sarcasm]

    Leadwerks works bad with "a lot of materials per model, a lot of polygons per model,and a lot of models"

    [/sarcasm]

     

    Look at the link, please.

    http://udn.epicgames.com/Three/ContentBlog.html

    There are experience of real people, with solutions and recommendations

     

    PS: btw, Josh, you have a password to scene, you can watch it in Editor.

     

    You have to understand that Leadwerks is still fairly new, at least in terms of community size and age. The communities for most of Leadwerks's competing engines are substantially larger, and with that comes more people writing these little blog posts and tutorials with all these little gotcha's and tips. For all intents and purposes, we're all still early adopters and have to figure these things out on our own.

  7. I've mixed feelings about this. What he's doing is actually explicitly allowed by the GPL so he's not doing anything illegal. It also looks like he's shipping with a number of tutorials in both text and video format. The question is if he wrote them, or just collected them. If he wrote the tutorials, he's at least selling some sort of value. It's just so lame. :)

  8. ..i will appreciate a lot, if someone could share with me, whats actually going on here ??

     

    Looks like someone finally complained to Josh about Lumooja and his frequent posting of nonsense. I think Josh did something about it and Lumooja started this thread for sympathy. That's my understanding of it anyway.

  9. Leadwerks Engine 3 is being coded in C++. As far as I know it is impossible for Leadwerks Engine to run on XBLA because they do not support C++ programing.

     

    Incorrect. XBLA supports C++ just fine. Don't confuse the Xbox Live Arcade with the Xbox Indie Arcade. The Indie arcade is open to anyone as long as you are using C# with XNA. XBLA does not have these restrictions.

  10. Well now I know Lumooja is almost completely out to lunch, since the math doesn't work. I thought you were serious about FORTRAN being faster then C/C++ in I/O writing, but I couldn't wrap my brain around it since you can embed assembly language into C/C++ for the most optimization and therefore the fastest possible code for reading and writing to disk. I guess in the end it depends on what functions you use for your tests, but I can't see FORTRAN being faster than C/C++ and even if it was I don't see it being faster by much.

     

    I personally really enjoy his "tests". Very subjective. More importantly, I love how he only tested the absolute bare bone basic features and concluded that Fortran was faster*.

     

    *Don't get me wrong, Fortran _IS_ damn fast. On average however, it's on par with C or C++. Where it shines is that Fortran is designed for cluster computing, an area where C++ fails hard.

  11. Wiki says in the 1950s, so it could be also 1950 or 1951, because FORTRAN II appeared in 1958. In late 1953, John W. Backus submitted a proposal to his superiors at IBM to develop a more practical alternative to assembly language for programming their IBM 704 mainframe computer, so John must have developed FORTRAN I already since 1950 or earlier. I bet the alpha and beta version worked just fine too, long before it was released to the public.

     

    FORTRAN I was originally developed by IBM at their campus in south San Jose, California[1], near the Leadwerks Headquarters, in the 1950s for scientific and engineering applications, it then came to dominate this area of programming early on and has been in continual use for over half a century in computationally intensive areas such as numerical weather prediction, finite element analysis, computational fluid dynamics, computational physics and computational chemistry, and of course recently also realtime 3D video game and simulation development using the Leadwerks Engine 2 [3]. It is one of the most popular languages in the area of high-performance computing [2] and is the language used for programs that benchmark and rank the world's fastest supercomputers.

     

    Come on Lumooja...this is the kind of stuff that is so damn easy to get right with just a quick bit of research. http://en.wikipedia.org/wiki/Fortran

     

    A draft specification for The IBM Mathematical Formula Translating System was completed by mid-1954. The first manual for FORTRAN appeared in October 1956, with the first FORTRAN compiler delivered in April 1957.

     

    1957 it is then.

     

    How come Fortran is the easiest language then also, besides being the fastest? :)

    Look, array and matrix math is super easy: "a = c / b", now a, b and c can be arrays or matrices and it just works.

    Or this: "a = 1", fills up the array or matrix a with values 1.

    The expression: "Z(1) = Y + W(1) ! PROJ039" can be easily written also on a punchcard if your company hasn't upgraded their mainframes in a while:

     

    Easiest, or easiest to you? What paradigms does it offer? Can you work with it as a functional language? Pattern matching? Closures? What threading models does it offer?

    Fortran may be easy to learn initially, but keep in mind that a lot of it's paradigms (especially it's threading models for cluster computing) are fairly difficult to master.

  12. Funny though that Fortran is the oldest language, since it was invented in 1950, so all newer languages only got worse?

     

    You're off by seven years there, Lumooja. Fortran showed up in 1957, not 1950.

     

    What a waste of time to develop new languages since the first is the best! :)

    Different languages have different paradigms and ease of use. Those are pretty good reasons to develop and use different languages.

  13. Avoid using SoftImage Mod Tool if you have any intent whatsoever of selling your game. Mod tool is specifically designed for non commercial work.

     

    If you're looking for a free 3D modelling and animation package, the only one worth considering currently is Blender. If you're willing to spend some cash...there are arguably better solutions.

  14. As long as you aren't using their dedicated servers, I thought it would be as simple as putting placeholders where the Steam API for Achievements would go.

     

    Pseudo code that fires an event, causing the player to get an Achievement

    if (PunchedALynxInFace > 60)
    {
    //Call Steam API (I honestly don't know how it works)
    //Steam.AddAchivement(Steam.CurrentUserID, this.GameID, enumsAchievements.AnimalAbuser)
    }

     

    That's pretty much all it is. As mentioned, it's trivial to add it. :) There's no reason to release the API for that until you're ready to actually get something on steam.

  15. i was really interested in finding out how the mechanics whole drm process is integrated into a game that is wholey licensed and played via steam...

     

    i'm looking at whatever steamworks docs has to offer now...

     

    --Mike

     

    Which unfortunately, no one can tell you. It's all behind that NDA.

     

    @Rick: Again, it's really trivial to add to your code base at a later time. In terms of code, they are not major features. Take Torchlight for example. They integrated steamworks in less than a week (as well as fixed a bug list a few miles long, which I'm pretty sure took up most of that time).

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