Jump to content

L B

Members
  • Posts

    967
  • Joined

  • Last visited

Everything posted by L B

  1. Great is if you succeed, stupid if you fail.
  2. A tree generator is the only thing I'd use Lua for, if I had a decent algorithm. It would be great to just drop a tree model in the scene, and have it create a random tree instantly.
  3. 17 falls into the kid category, sorry. However, I don't see how this would stop you from making a MMO. If a 1-man-army can make a Cry-like engine, why can't 3 people make a great game with it. Again, as Josh and I said, take the time you need and keep your motivation.
  4. Have we asked everything to santa Josh? Seems like this thread is dying It will be a good reference though.
  5. Learn a language thoroughly, then use it. Of course, it will take you a tremendous amount of time to make your own MMO - I don't think it's *impossible* though. Perhaps improbable. Depends on your motivation.
  6. In C# it would go around the lines of: new Pick(Framework.Camera, ScreenPosition.Center, 500).Entity.Free();
  7. I hope as well, although I can't say it "really lacks behind". Besides, using a 3D modeling program won't let me preview in real-time what my scene would look like.
  8. I have a crazy load of ideas possible if extruding terrain was possible. (i.e. not only a heightmap). Now I know this is possible with modeling, but the process is tedious and kills all creativity or productivity. You can't experiment and see what you like in the editor. So, in theory, would there be a possible way of doing that? I read some references to CE and voxels, but I'm not sure. Anyone cares to develop?
  9. I don't know for Tyler, I intend to provide support for .NET in LE3. Besides, you can use our DLL in any language too - only it won't be wrapped.
  10. Oh my god, Tyler is alive! I have to go right now though, don't have time to read any of that thread. Hope I'll see you on MSN tonight?
  11. L B

    OO Font

    In C#: CustomDrawText(string text, Font font, int x, int y) { Font old = Font.Current; Font.Current = font; Core.DrawString(text, x, y); Font.Current = old; } (P.S.: getting the current font requires .NET headers/the custom engine Dll) I don't know why it's slow, but it ate all my FPS. I was at < 1 FPS.
  12. L B

    Internet Explorer 9

    I found it slow on startup and slow on new-tab. The tab bar was overly large, the tabs lacked integration (looked squary, out of place, 2D). Actually, everything looked flat. I've had render errors on the first 3 pages I opened. I'm back to Chrome in less than 10 seconds.
  13. L B

    OO Font

    In LE3, I'd like to see some Object-Oriented font working, instead of always only current. Example: DrawText(string text, Font font, int x, int y); I've found it particularly needed when making an interface with multiple components. I did try to make an OO hack around it with our headers, but it's incredibly slow. (Or even better, with a Vector4 color parameter.)
  14. Projects that require multiple artists and organization normally don't last 30 days.
  15. I have solved the CallbackOnCollectedDelegate problem. Simply, have a reference to the delegate that is alive as long as you need it. Therefore, instead of using: e.Callback(new EntityCollisionCallback(...)); Use: EntityCollisionCallback c = new EntityCollisionCallback(...); e.Callback(c); Then, simply make sure "c" stays alive (is referenced, i.e. accessible in any way) as long as you intend the callback to run.
  16. L B

    Picking Up St(r)eam...

    Glad to learn about the animated texture features. With transparency and lighting layers, I can only see rivers and waterfalls.
  17. http://stackoverflow.com/questions/3691873/defining-a-delegate-as-a-function-pointer
  18. I am currently having the same problem. I don't know how to keep a reference to the Core.EntityCollisionCallback delegate and Tyler is not on (he's the delegate specialist between us). I'm trying to find out how at the moment. Will post here if I find something.
  19. I actually found the problem. It's in the documentation. Apparently, 2 is for the Z axis, not the Y one. I found out using 0 works perfectly, although it isn't even a documented axis. Bug report here Josh?
  20. If b.Position.Y is higher than a.Position.Y, the orientation of a becomes the opposite (±180) from what it is supposed to be pointing. What am I doing wrong? Is this normal behaviour?
  21. L B

    LE3 file system

    Love this new system, only got 1 question: is it relative to the executable path or absolute? i.e. C:\x\y\z.gmf or (considering your executable is in C:\x), y\z.gmf
  22. @E2: Use the shift (faster) and control (slower) modifiers. +1 for normal placement though.
  23. I personally never touched a .phy file. If you load a model that doesn't have one, it will be created at runtime.
  24. As I see it then, there is no use for CSG as an outdoor scene designer?
×
×
  • Create New...