L B
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Blog Comments posted by L B
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I like the editor's functionality, although I must say, you're still failing to convey an explorer-like experience. Already 2 icon sets and only 4 icons.
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Hyperhext transfer protocol - way too cool.
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I have an idea for exposed constructors function.
Have the default function be LoadMesh and return a Mesh (null on failure), this being exposed.
Now, in the C++ API, make a Mesh constructor:
Mesh::Mesh() { if (!this = LoadMesh()) throw new LoadingException(); }
Oh wait, can you assign this in a C++ constructor?
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@Josh's last post: Ew, no, keep your current implementation.
@Roland: You beat me to everything I want to say. I can only +1 all of your posts.
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So, if we have 10 models to load we will need write try/catch 10 times for each model, right?
try { Model* a = new Model("a.gmf"); Model* b = new Model("b.gmf"); Model* c = new Model("c.gmf"); Model* d = new Model("d.gmf"); } catch (LoadingException) { // Do something. }
But as Josh pointed out, constructors and exceptions can not be exposed to other languages, so that design can not be done.
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I am 200% for try/catch and the pointer-oriented syntax. For those who are not used with the -> operator, you've been in garbage-collected environments for way too long
Actually, if the syntax turns out like what I posted + try/catch/Exceptions, I might even switch to C++ for development.
Introduction to pointers: Link
Introduction to exceptions: Link
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I thought the demonstrated syntax was C, I wonder how you get classes in there Lumooja/Roland.
Besides, the "object.Load" approach is really bad, as Josh demonstrated.
Also, I also want to precise I would use pointers and not objects, but Josh beat me to that too.
Lastly, I don't know why you fear constructors, Lumooja. Setting the graphics properties after its creation implies that it exists but is empty, which is strange in my opinion.
Here's my ideal code syntax for C++, not C (I feel Josh's one is perfect for C).
Graphics* graphics; World* world; Mesh* box; Camera* camera; graphics = new Graphics(OpenGLGraphicsDriver()); graphics->Create(1024, 768, 4); world = new World(); box = new Box(1, 1, 1); // Box : Mesh box->GetMaterial()->SetShader(new Shader("Shaders/minimal.shader")); box->GetMaterial()->SetColor(new Color(255, 0, 0, 255)); // Basically Color is a Vector4 represented as bytes camera = new Camera(); camera->SetClearColor(new Color(0, 255, 0, 255)); box->SetPosition(0, 0, -2, false); float yaw = 0.0f; while (!window->IsClosed()) { yaw++; box->SetRotation(yaw, 0, 0, false); camera->Render(); window->Flip(); }
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Love the Microsoft-office badge effect.
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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.
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Glad to learn about the animated texture features. With transparency and lighting layers, I can only see rivers and waterfalls.
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??So you are actually going to change the command syntax after all this time? Literally invalidating every existing line of code that has been currently written with the current command syntax? So where is the new command syntax going to be kept at? The wiki? So that means every command will have a listing for LE3.0 syntax and LE2.XX syntax?
Ctrl+H
Find: "EntityPosition"
Replace By: "EntitySetPosition"
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This isn't the first time I've done multisampling, but until now it hasn't been possible to use with deferred rendering. It's now possible to combine these techniques with OpenGL4. You'll have our awesome lighting combined with high-quality 16x antialiasing for raytracer-like graphics. Oh yeah, multiple layers of transparency, each with proper light and shadows, will also be supported.
Great! I've been dying for that for so long!
Great post, great mentality, I just can't wait for LE3. L3? IDK. The shortening is cool.
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Client prediction is a must, although I don't know if it's up to the engine to handle it. I would surely like it though.
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I was going to quote all the sentences accompanied with a +1, but in the end, it's shorter to say:
-Good inheritance design
-Thanks for the roadmap
-Great news for the DLL/C#
-Yay for the streaming terrain.
Therefore, +>9000
Percfect.I've never seen an infinite streamed world with the density and complexity I want, but Leadwerks seems to do best when we do really aggressive development. -
I'm curious as to how or why you generate a header file, especially with a parsed string's name.
Other than that, I hope it can save you time, but I also hope the source license will be available in C++.
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That really made me laugh
No really. Are you?
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pureLIGHT won't work on an outdoor scene, which makes it useless for some scenes like this one.
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Only thing I can think of is Elfen Lied. But I doubt it.
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Leadwerks is in desperate need of some near game-ready tools, prefabs, greater control over painting. Things that both SDKers and drag-n-droppers can use.
+1.
Wait +2.
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Haha got Twitted. Thanks Josh.
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Leadwerks: So hot it sets your motherboard on fire.
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I'll have a look into TeraCopy.
P.S.: I love your blog entry title. Fits my birthday. ;P
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Will we see many 2.X before 3.0?
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When I install an OS (in order):
- Chrome
- Live Messenger
- Notepad++
- Visual C#
- MySQL
- FileZilla
- TuneUp (recommended)
- iTunes
- MapleStory (yes, I know.)
9 programs for me.
- Chrome
My GUI
in Afke's Blog
A blog by Afke in General
Posted
Rolcat.