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Furbolg

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Posts posted by Furbolg

  1. Instead of having plug-and-play scripts everyone can share

    That's what we wanted as 3D artists, why deciding for us what is better ... It seems i hear XBOX ONE guys saying : "we 'll make the system super closed and super restrictive" and finally they gonna super open laugh.png

     

    Why closing scripts that way to non core programmers laugh.png ?

     

    That's why i preorder PS4 ;)

     

     

    @ Topic:

     

    I'm sorry to have talking about but Unity has multiple scripts and it doesnt seems they have problems. As i mentioned some posts ago, you could do a two-way solution. 1 simple access for guys that want 1 script per entity and an more advanced method for the guys that want multiple scripts.

     

    Everyone can use the single scripts (FPS/TPS camera, Door slider etc.) and the advanced people can create more flexible systems and behaviors.

  2. You have to do compromises, im totally a c++ fanboy but i have to say lua has its uses. I do also C# in my job and its very handy and fast to write code. Microsoft could built it up on multiple platforms like java but they dont want to... could be really nice... yea its a shame :(

  3. @ZioRed:

     

    "@Furbolg: This kind of inconsistency is simply awful" :

    If you are meaning the GetScript() part... its just an suggestion. I would also recommend a indexer (Script["goblinai"]).

     

    "and the weird LUA syntax and limitations at my programmer's eye against other well known great languages for scripting" :

    That's your opinion but tell me please which other great scripting language do you mean ? Dont tell me phyton.

     

    @ YouGroove:

    I think we all know you are against all c++ stuff guy but that wasn't the topic.

    You should noticed that lua is the "main language" for all non programmers and Josh also wants to release an indie version of LE3 with just LUA.

  4. It's very sad that it got changed to one script per entity.

     

    I talked to aggror these days about this problem, multiple scripts per entity is really an must have. I understand Josh wants the newcomer not to get confused.

     

    Thats how i could imagine a "middle-way":

     

    For Beginners:

    entity.Script:Blabla() // gets the first/top script and executes funtion Script:Blabla()
    

     

    For Advanced:

    entity.Script[ index/string ]:Blabla()  // same as above just with indexer
    // or
    entity.Script:GetScript("goblinai"):TakeDamage()
    

  5. Josh has to be careful, maybe anyone of you remember the WarZ (ScamZ) Steam debacle ?

    Screenshots from LE2 to advertise LE3 can been understand as "false advertisement", i've no doubt LE3 can and will reach the quality level of LE2 but right now "as is" its not the same (graphics) quality.

  6. Good tutorial aggror, very easy to follow.

     

    I also got 1-2 suggestions for flowgraph:

     

    - Ability to set Script Values within flowgraph, for example show a textbox to set the Maxtime from Timer directly in flowgraph

    (and/or) - Ability to create Arguments within the flowgraph (like "Script:test = 0 --int" shows as an integer in editor just in flowgraph) as virtually object just to passing parameters

  7. @templates:

    Yes that's a good idea, just wondering why kleptos templates working with K: sad.png

     

    @warning vc100.pdb:

    That's right 3Dski, warnings can definitly mean that you (maybe) will get bigger problems.

    Uninitialized variables for example are declared as warnings but can crash whole applications.

  8. I have installed mine on k:/ and it has no path issues at all.

     

    Ok, i tried fresh install and still dont work with other path then c:\leadwerks ?

     

    Also the warnings above are a different and have nothing todo with your error .they show a problem with the compiled lib the sdk provides and can only be fixed by Josh. Your problem seems to be something else.

     

    Thats why i said similar not the same.

  9. It's more a path problem then a windows (visual c++) problem. I got an similar problem when i try to install leadwerks3 to e:\projects\leadwerks.

     

    It works, Editor starts etc, but when i try to compile VS2010 says it can't find "engine.h" in C:\leadwerks... so im forced to install it to c:\ (which is a SSD at mine computer not very much space).

  10. It should be possible to detect "isSubclassOf" (C# like) by create a variable from the type you want to check, then assignt the iterator value (c++ cast) and check if your variable != null.

     

    for (iter =gameObjects.begin(); iter != gameObjects.end(); iter++)
    {
    Player* playercast = dynamic_cast<Player*>( *iter );
    if (playercast != null)
    {
    // its a player
    }
    }
    

  11. I think you dont understand what we mean... you talk about your gui style, we talk about technique / features.

     

    A gui can look like a Age of Empire / Command & Conquer / Starcraft gui or like a windows gui... its just graphics/styles.

     

     

    So you want to create a gui for a strategy game... ok but what features do you need ?

    - Display a border (the menu background) ?

    - Display buttons with/without text

    - Display images (maybe even rendertargets (minimap?)) ?

    - Listboxes ?

    - Comboboxes ?

    - Drag'n'Drop ?

    - DataGrid ?

    - TabControl / Tabbed Windows ?

     

    I dont get what you mean by overlay... i would render the gui as last thing so its always in front.

  12. It depends on what you want to achieve, you can go pretty simple like aggror said or you can build a complex library with event (see ricks event template) and class inheritance etc.

  13. You should develop a gui around a game (not otherwise), so start with basics:

     

    - draw a rectangle as window border

    - draw a rectangle with a centered text as button etc.

     

    Just start small and extend it, you cant create the perfect gui (or anyother module) without experience in using it in a game / editor.

  14. I dont want you to stop your dream project, just do it. I guess anyone here has a big (unreachable (at this moment) dream project).

     

    You can believe it or not but a modern c++ compiler knows best whats todo compared to a hobbyist programmer ( you can ask in every c++ forum / msdn mailing list )

     

     

     

    To the networking thing:

     

    For windows you have to use winsock (winsock2).

    For linux its posix (berkeley) sockets.

    The good thing is the functions have nearly the same names and the better thing is they work nearly (exactly?) the same.

     

    Im right on developing my own networking library but just for windows/linux, you have two options in my opinion (if you are doing it yourself)

    1) write an interface and create an implementation for windows/linux

    class ISocket
    {
    public:
    virtual void send(byte* data, int size, ....);
    virtual void recv(....);
    };
    
    class WindowsSocket : public ISocket
    {
    public:
    void send(....)
    {
    // do something send in here
    }
    void recv(...)
    {
    // do something receive in here
    }
    };
    
    class LinuxSocket : public ISocket
    {
    public:
    void send(....)
    {
    // do something send in here
    }
    void recv(...)
    {
    // do something receive in here
    }
    };
    

     

    But that's just the beginning, you have to care about complete sending/reading of packets, order of packets, resending lost packets (only if reliable (UDP)), how to send data (Endianness, Compression, Data Type (byte array is just an example its pretty old and out of date, today you would use something like bit/byte-streams).

     

    A lot of work, as you can see wink.png

     

    Im just doing this task because i want to know how things work internally, once i get a simple library to work - i will probably use also RakNet afterwards.

     

    2) write your socket class with many #ifdef #else #endif

     

    Or you could use Enet/RakNet and before you say "unity..." Raknet isn't unity... go for it and test it. If your test reveal its not suitable for you then you can switch to an more low level API like ENet.

  15. This had the negative side effect of only supporting 5 paint layers.

     

    That's not fully true, you could use more then 5 textures by having multiple "splat"-maps or split the terrain in chunks where every chunk (16x16 or 32x32 usually) can have his own 5 textures.

  16. I think you are on the wrong way.

     

    1)

    I can understand the benefits of a proven library but at the end of the day a well tailored c program will beat a generic library.

    I can tell you, a modern c++ compiler will beat your well tailored c code.

     

    2) You will definitly have tasks that require the same programm knowledge/skill (or even more) and now you are asking for a ready to use solution ("make network").

     

    Sorry if im a bit harsh but to me its sounds like the old "im gonna make a mmo"

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