L B
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Sounds interesting. Worth an entry in Feature Requests.
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B.u.m.p.?
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This key seems to be gone (returns blank), and since we still need to manually parse the SBX for some reasons, it would be needed. I tried GetEntityKey("path"), but path isn't a key, it's a built-in property. Without this function, I can't make an automatic framework loading of SBX with atmosphere and waterplanes.
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For Josh it wouldn't, since he has access to the actual BMax members. For us, it would be quite a lot of trouble.
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I changed the structure to your second suggestion. Here's an example from the "Scene.Load(string path);" I'm working on: Framework.Effects.DistanceFog.Enabled = Convert.ToBoolean(int.Parse(child.GetKey("fogmode"))); Framework.Effects.DistanceFog.Color = Vector4.Parse(child.GetKey("fogcolor")); Framework.Effects.DistanceFog.SetAngles(float.Parse(child.GetKey("fogangle").Split(',')[0]), float.Parse(child.GetKey("fogangle").Split(',')[1])); Framework.Effects.DistanceFog.SetRanges(float.Parse(child.GetKey("fogrange").Split(',')[0]), float.Parse(child.GetKey("fogrange").Split(',')[1]));
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FreeCamera is basically a spectator, only faster to make for me. Here's the code, but I don't guarantee it's clean or efficient. It's just for my personal development use that I made it: using Leadwerks; namespace Origins { public class FreeCamera { public Camera Camera { get; set; } public float SpeedMultiplier { get; set; } private Vector3 CameraRotation { get; set; } private Vector2 MouseDelta { get; set; } private float Move { get; set; } private float Strafe { get; set; } public FreeCamera(Camera camera) { this.Camera = camera; this.SpeedMultiplier = 10.0f; this.CameraRotation = new Vector3(); this.MouseDelta = new Vector2(); this.Move = 0.0f; this.Strafe = 0.0f; Mouse.Center(); Mouse.Hide(); } public void Update() { this.MouseDelta.X = Utilities.Curve(Mouse.X - Window.Width / 2, this.MouseDelta.X, 6); this.MouseDelta.Y = Utilities.Curve(Mouse.Y - Window.Height / 2, this.MouseDelta.Y, 6); Mouse.Center(); this.CameraRotation.X += this.MouseDelta.Y / 10; this.CameraRotation.Y -= this.MouseDelta.X / 10; this.Camera.Rotation = this.CameraRotation; this.Move = Utilities.Curve(((Keyboard.KeyDown(Key.W) ? 1 : 0) - (Keyboard.KeyDown(Key.S) ? 1 : 0)) * this.SpeedMultiplier, this.Move, 20); this.Strafe = Utilities.Curve(((Keyboard.KeyDown(Key.D) ? 1 : 0) - (Keyboard.KeyDown(Key.A) ? 1 : 0)) * this.SpeedMultiplier, this.Strafe, 20); this.Camera.Move(new Vector3(this.Strafe / 10 * Timing.Speed, 0, this.Move / 10 * Timing.Speed)); } } }
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Framework, Lua, and the programmers who love them
L B commented on Josh's blog entry in Development Blog
It wasn't a criticism, I was just wondering. I like the new system too, and although I'm not a Lua fan, I will surely enjoy the compiled Framework. The only thing I use Lua for is "prefabs" (attaching a point light to my lamp post), which could ideally be replaced by actual prefabs. -
I guess you could get it manually with another event hook system, but that would probably cause more trouble than anything else.
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Lumooja once posted a way of creating 2 objects without being instances. It was in the old forum, for a guy who tried to apply an outline shader to a model that was hovered.
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Because the .NET framework uses a method similar to this one. For instance, if you want to create a Bitmap object, you don't use "new Bitmap("test.bmp");". You use "Bitmap.FromFile("test.bmp");". Since LE loads objects and caches them, I thought using "Load" instead of "FromFile" was more appropriate.
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I chose this method because we seldom access parameters and some effects don't even have any, but I'll consider your approach.
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DEXSOFT: HAPPY NEW YEAR 25% Coupon code rebate
L B replied to dexsoft-games's topic in General Discussion
I'd rather have models in GMF than a 25% rebate on bundles. -
Framework, Lua, and the programmers who love them
L B commented on Josh's blog entry in Development Blog
By the way, I was re-reading this entry when something puzzled me: You try to provide a "low" level engine (comparatively to Framewerk) and hesitate about integrating high-level commands (Framewerk's) into your DLL for access. Although I must say that if you started scripting, you can no longer consider your engine "low-level", and such rendering methods are just at the same level as scripting a game in the editor. -
If GameLib gets compiled, I might get time to port it to C# and wrap it accordingly. Framework is now wrapped in C# too, and available for download.
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Framework, Lua, and the programmers who love them
L B commented on Josh's blog entry in Development Blog
Framewe(o?)rk is now implemented in C# and available for download. Took me an hour and a half only. Awesome work, thanks again. -
Update: Version 1.1 is now available for download as a beta. If you find any bug fix or if you find a structure annoying, please tell me. Download
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Completely. See this thread for download.
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Just got done implementing Framework into C#. I run this scene at 60 FPS, which is the top I can seem to get in editor or in C#. So performance wise, it's quite good. I'll let you judge for the simplicity: public static void Main() { FileSystem.AbstractPath = @"C:\Program Files\Leadwerks Engine SDK"; Graphics.Initialize(800, 600); Framework.Initialize(); Scene.Load("abstract::test.sbx"); FreeCamera fc = new FreeCamera(Framework.Layers.Main.Camera); // Custom class Framework.Effects.Water = true; Framework.Effects.Parameters.Water.Height = 2.0f; Framework.Effects.DistanceFog = true; Framework.Effects.Bloom = true; Framework.Effects.VolumetricLighting = true; Framework.Effects.HighDynamicRange = true; Framework.Effects.Skybox = Material.Load("abstract::FullskiesBlueClear0016_2_L.mat"); while (!Keyboard.KeyHit(Key.Escape)) { fc.Update(); Framework.Update(); Framework.Render(); Graphics.Flip(); } Framework.Terminate(); Engine.Terminate(); }
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This thread is outdated. Please see: .NET Leadwerks wrapper on Google Code This wrapper and its child projects are being developed and maintained by TylerH, ZioRed, klepto2 and myself. Enjoy Leadwerks for .NET!
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You know, you can edit the Wiki yourself
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Great. In any case, I'll be busy making C# headers for tonight. And thanks, although it would only be playable as a FPS, which isn't my style. Will have to work on it.
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@Marcus: Although I'm a programmer, I have an extensive knowledge of colors and palettes as well. Making matching colors for my own assets wouldn't be hard at all, except I don't always get assets from the same location. @Davaris: Recoloring images in real-time based on a palette is practically impossible.
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Fortunately I have no life to waste, so I don't mind if it doesn't.