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xtreampb

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Everything posted by xtreampb

  1. but i think people should be aware of the #ifndef because it help teaches preprocessor logic and methods. Not too much different but helps ease the exposure.
  2. Hi all. I just attempted to publish a prototype to windows. I'm running win 8.1 64 bit. My debug runs fine from the IDE. When i tried to run in the release configuration, it threw a runtime error once the map was loaded. the error was an access violation error. Can anyone help provide guidance on this matter Thanks, ~xtreampb~
  3. I could be loosing my mind but was is the min function that you call, and what is 'the magnitude' of a vector.
  4. I've ran this update like 5 times and still download the same files. Yes i've restarted the updater and i still download these files. Attached is a picture detailing what is being downloaded.Updater window.tiff
  5. just so that i know how it is done calculated. I'm assuming that you are using the setforce function and applying it to the negative y axis. Is that value being increased every second? what is the equation you are using if you don't mind me asking?
  6. Other than me doing constant gravity tests in my code, is there a way to set 2 objects to have a gravitational pull and which ever object i'm closer to, i will begin to 'fall' towards?
  7. If you really want so many boxes to collide then implement your own physics engine, or write openCL code to send your calcs to you GPU, but your GPU does floating point calculations so then you mights start to see inaccurate results. Like everything else in the technology industry, there is a tradeoff. more accurate, but a little slower results, or faster results that are less accurate. It is possible to interchange the physics engine if you really want to support more bodies at once. I think you should try to come up with some alternatives when talking about a completely interactive/destructive environment. you should think about how you would implement that, would things break and bodies made on collisions. will the body dimensions be determined by the characteristics of the impact. I feel as though everyone keeps asking josh to make a collision object that stores your model, and upon collision, will automatically break the model and do all the thinking for the programmer. That may or may not be the case but that is how i see it coming across as.
  8. the full path for mac resources is mygame.app/contents/resources
  9. the software is done. I got a friend who owns an insurance business who is putting it in front of his clients. got a few good responses. trying to create the installers for it now.
  10. so with you having to build the nav-mesh in the editor/code does this remove dynamic navmeshes. Say a bridge breaks, would that update in the navmesh file or in game, or would i have to call "World::buildnavmesh" and if so, how long would this take?
  11. xtreampb

    Day One

    OUYA is probably what your looking more for rick. using your phone account as the managment account for purchasing games and content.
  12. so yea i'm going on vacation until the 19th so...
  13. A few weeks ago i discussed my business software to a friend of mine. This friend owns an insurance business and expressed to me that my business software as a good potential, it just has to be put in front of the right people. With him insuring businesses, we agreed that he is in a better position to put the software in front of people who would benefit from it. Because of this, I have decided to make that my current priority when it comes to time set aside for software developing. This will help me fund my game project. About my business software: The software asks the user to determine what positions are needed, and how many shifts are needed for that position each day. On each shift the user puts the start time, stop time, and the number of employees assigned to that position are needed for the shift. next the manager populates a list of employees which include their name, position, max hours, days and time available for each day. all the shift and employee information is saved between uses. One all data has been inputted, the manager will press "generate Schedule" any time the manager wants a new random schedule. manual editing is still available. What this does is allow the manager, each week, to create a new random schedule at the click of a button. The only thing i have left to do now is to implement some encryption algorithms for the data and create the installer. Once available, would anyone like a demo of this software? It is designed for any place of business that has part time employees such as retail. It isn't designed for places of business who's shifts carry past midnight.
  14. would changing the physics shape from convex hull to polymesh work for you
  15. due to demands from school, and the possibility of me being able to sell my business software, i'm going to have to humbly forfeit from this competition. I didn't even get a chance to sit down and brainstorm an idea. Look forward to seeing the results in the asset store
  16. so i thin the dates are wrong the 14th July is a Sunday not Wednesday. the 24 is a Wednesday though. does that mean it has already started or it is going to start? I would like to join.
  17. Hello all, it has been a little bit since my last post about continuing to use Leadwerks 3. I have gotten some good positive feedback from the staff at LE3 in regards to them confirming the bugs and doing what they can to fix it. The colliding of hidden models isn't an issue with LE3 but with the physics engine that LE3 uses. The staff at LE3 is getting in contact to resolve that issue. I have a work around so this isn't stopping me. The staff had some issues verifying the rolling of models bug. My instructions weren't very clear. I posted a video demonstrating the bug yesterday. I'm still waiting to hear back about that bug. These 2 bugs aren't major on my end as of right now. I will continue to push on. The project is on a hold as i need money to pay my modelers and graphic designers. I'm currently getting ready to move, just bought college books and lab kits. on top of that my anniversary is the first week in august and that is a week long trip to the mountains that needs to be paid for. because of this, going to have to put this on hold. It seems like i'm never going to get this thing more than a foot off the ground. I want a working demo with an interface before I put it on kickstarter and greenlight in attempts to boost my chances of it succeeding. ~Xtreampb~
  18. LE3 should install in a completely new directory, it shouldn't break your LE2 install. I currently have both running simultaneously without any issue. Edit: Pancakes, did the programmer have to do anything special or was it all done through leadwerks by the LoadModel cmd?
  19. here is a video displaying the bug.
  20. you have to throw another stone. the rolling model is one of the pieces on the left. When the broken pieces stop falling, throw another stone. keep fallowing this until you see the bug.
  21. ok i did that but the x,y coord doesn't move when the mouse move.
  22. So i'm trying to throw a stone when i press the mouse. in my app::loop function i have this code if(window->MouseHit(1)) { Model *tStone=Model::Load("Models/Stone/Stone_1.mdl"); tStone->SetShape(Shape::Load("Models/Stone/Stone_1.phy")); tStone->SetMass(1); Vec3 mouseposition = window->GetMousePosition(); //mouseposition.z-=5; mouseposition=camera->UnProject(mouseposition); tStone->SetPosition(mouseposition); tStone->SetVelocity(Vec3(0,0,10)); } i'm using this as my reference. When i press my left mouse button, a stone is indeed "thrown" however when i move my mouse to a different location, the stone is still thrown in the same location, it didn't move to fallow my mouse from what i can tell. Am i doing this wrong, or should i report this as a bug? ~Xtreampb~
  23. was anyone else able to confirm this?
  24. I can see how that is possible. With that in mind my next question would be for games like boarderlands, do they use one net lib for windows and then a different one for osx and if they do, why wouldn't they write the server code to allow the different OS' to communicate. I guess that is just they way they designed it. They just threw OS X in as an afterthought. i've done some studying for network programming (using this as a reference). With this you are basically setting up your own networking code right above the kernal level (at least i think it is). I've been looking into steamworks and using their networking libraries for my game. I just need to look into if I use that just for match making, or can i use that to send data across the internet.
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