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L B

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Posts posted by L B

  1. From Dexsoft's Indie EULA:

    © This license permits the use of the assets for ANY PUBLISHED non-Game application such as simulations, virtual worlds, or other non-Game products,as long as assets are in protected form (dll, exe or some other protected format file).

     

    And yes Niosop, that could be a reason. Stopping people legally is plan B when you can't actually stop them physically.

  2. Maybe Tyler could tell you a bit on this, but the raycasting is more than bugged in my version of the headers. I haven't experimented with it in LE or C/C++, so I didn't know how to translate it correctly. Here is my source for it. @Tyler, feel free to fix it:

     

    using System;
    
    namespace Leadwerks
    {
    public class Pick
    {
    	public Core.TPick Structure { get; private set; }
    
    	public Vector3 Position
    	{
    		get
    		{
    			return new Vector3(Structure.x, Structure.y, Structure.z);
    		}
    	}
    
    	public Vector3 Normal
    	{
    		get
    		{
    			return new Vector3(Structure.nx, Structure.ny, Structure.nz);
    		}
    	}
    
    	public Entity Entity
    	{
    		get
    		{
    			return new Entity(Structure.entity);
    		}
    	}
    
    	public Surface Surface
    	{
    		get
    		{
    			return new Surface(Structure.surface);
    		}
    	}
    }
    
    public static class Raycasting
    {
    	public static bool PointVisible(Vector3 origin, Vector3 end, float radius, int collisionType)
    	{
    		return Convert.ToBoolean(Core.PointVisible(origin.ToFloatArray(), end.ToFloatArray(), radius, collisionType, IntPtr.Zero));
    	}
    
    	public static bool EntityVisible(Entity origin, Entity end, float radius, int collisionType)
    	{
    		return Convert.ToBoolean(Core.EntityVisible(origin.Pointer, end.Pointer, radius, collisionType, IntPtr.Zero));
    	}
    
    	public static bool LinePick(Pick pick, Vector3 origin, Vector3 end, float radius, int collisionType)
    	{
    		return Convert.ToBoolean(Core.LinePick(pick.Structure, origin.ToFloatArray(), end.ToFloatArray(), radius, collisionType, IntPtr.Zero));
    	}
    
    	public static bool EntityPick(Pick pick, Entity entity, float range, float radius, int collisionType)
    	{
    		return Convert.ToBoolean(Core.EntityPick(pick.Structure, entity.Pointer, range, radius, collisionType, IntPtr.Zero));
    	}
    
    	public static bool CameraPick(Pick pick, Camera camera, Vector3 position, float radius, int collisionType)
    	{
    		return Convert.ToBoolean(Core.CameraPick(pick.Structure, camera.Pointer, position.ToFloatArray(), radius, collisionType, IntPtr.Zero));
    	}
    }
    }
    

    • Upvote 1
  3. These were indeed marked "To review" in my code. Tell me if that seems to fit you more, it will be in the next version:

    
    	public Vector3 Project(Vector3 position)
    	{
    		float[] result = new float[3];
    		Core.CameraProject(this.Pointer, result);
    		return new Vector3(result);
    	}
    
    	public Vector3 Unproject(Vector3 position)
    	{
    		float[] result = new float[3];
    		Core.CameraUnproject(this.Pointer, result);
    		return new Vector3(result);
    	}

     

     

    Thanks for reporting bugs Laurens :unsure:

  4. I'm currently studying the GMF format structure and SDK to create my own tools for it. My main concern is to edit the material name, although this is a key (property) in the structure.

     

    From the Wiki:

    ?				GMF_SURFACE		surface block
    ?				5			number of kids
    ?				0			block size
    
    92					GMF_PROPERTIES		properties block
    				0			number of kids
    				36			block size
    				1			number of properties
    				"material"		property 1 name
    				"concrete01"		property 1 value

     

    Through the GMF SDK, GMF_PROPERTIES cannot be accessed (not a class) and doesn't have any command attached to it. I'm looking for a way to get something like:

    string GMFEntityGetProperty(string name);

     

    And eventually:

    void GMFEntitySetProperty(string name);

     

    I think this shouldn't be too hard to add, although I know Josh is busy, but perhaps there is another way of doing it.

  5. Trying to set the color of a light for my lamp post in the new single-state LUA, apparently not working where it did before:

     

    require("scripts/class")
    
    local class=CreateClass(...)
    
    function class:CreateObject(model)
    local object=self.super:CreateObject(model)
    object.light=CreatePointLight(7,model)
    object.light:SetColor(Vec4(1, 0, 1, 1))
    end

     

     

    All white to me.

     

     

    No problem after all. Don't know what happened. Started working for no real reason.

  6. Is there any way of making this with the GMF SDK? That's the only bad part of the art pipeline, although it's horrible for resource organization. You have random names from random sources of materials, and it's really hard to classify, since some don't even have "abstract::" in front of them.

     

    If it's possible to make with the GMF SDK, has anybody done it? Planned on doing it? If not, I'll start soon.

  7. My C# headers should be more than portable to Mono. I tried it once, worked fine. So far you can use WINE to run LE on Linux, although Josh said previously that he had successfully tested on Linux without WINE, with only minor modifications to his source (it's OGL, after all :)).

     

    Cool to see more and more people come to C#. I'm perfecting my headers continuously, and as soon Josh releases his compiled Framewerk, I will integrate it seamlessly. LUA scene loading will be included in "Scene.Load()". If you have any suggestions for the C# wrapper, post in the C# section, I'm watching it :)

  8. Loading a font is a long task for any engine or application. I suggest you create a FontPool just like you said. :)

    By the way, can you load AAed fonts? I haven't even tried yet, but it would be nice.

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