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L B

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Posts posted by L B

  1. Your scene is fantastic mate. I can't really help any more than Josh or Mika or anyone else on the speed concerns, but my jaw did drop.

     

    And I missed this thread for so long - this is why we need to have a gallery banner!

  2. thanks will try tomorrow, do some more of you guys have that annoying command prompt window?

     

    Cheers

    Right click your project. Select "Properties...". In "Output type", select "Windows Application" instead of "Console Application".

  3. Don't get me wrong, it did take us 1 month to get it running (admittedly, it was very part-time hobbyism). I had read that blog post, and so did the Recast/Detour team, I think. The flexibility in the Recast parameters allows you to create high quality navigation meshes, once it's set up.

     

    And computation time of navmeshes might make 10 times slower irrelevant, in the event that one hasn't played enough with the parameters to make a decent navmesh.

  4. I agree that:

    • "Leadwerks Engine" is long.
    • The engine has to be differentiated from the company.
    • However, the company must not promote 2 names, especially being focused on a single main product

     

    Reasons to not go with Leadwerks3D:

    • "3D" seems to refer to rendering only, and not the game engine. Think Ogre3D
    • Engine has no negative connotation in my humble opinion, but I'm curious to hear people's opinion
    • The main product branded with Leadwerks is the engine, as as such would really rarely create a confusion with the company itself.
    • The "Software" suffix is enough to differentiate the company in these cases.
    • Single-word is simply bad.
    • Typography geeks would probably disagree that a single-word is better to give balance to capitalization.

     

    Suggestions:

    • Leadwerks 3 (companies don't have a version number)
    • L3 as an abbreviation. (Pun on 1337 speek for the previous people who would look for the "Engine" in the name.
    • Leadwerks 3D, if you really care for that name, please add a space.

  5. Or, using Leadwerks .NET:

     

    using Leadwerks;
    
    class LoadAScene
    {
       static void Main(string[] args)
       {
           try
           {
               Engine.Initialize(800, 600);
               Window.Caption = "LoadAScene";
               FileSystem.AbstractPath = @"D:\GameDevel";
               Framework.Initialize();
    
               Scene scene = Scene.Load("abstract::tunnels.sbx");
    
               Framework.Camera.Position = Vector3.Parse(scene.Keys["cameraposition"]);
               Framework.Camera.Rotation = Vector3.Parse(scene.Keys["camerarotation"]);
    
               while (!Keyboard.IsKeyHit(Key.Escape) && !Window.HasRequestedClose)
               {
                   if (Window.HasFocus)
                   {
                       Framework.Update();
                       Framework.Render();
                       Graphics.Flip();
                   }
               }
           }
           catch (LeadwerksException lex)
           {
               Debug.Alert(lex.Message);
           }
           finally
           {
               Framework.Dispose();
               Engine.Dispose();
           }
       }
    }

  6. I tried multithreading earlier without mutex locking, but then it crashed on every LE2 command, so I didn't investigate further.

     

    Now Lazlo showed that actually all commands work with mutex locking, except the one's which are using buffers/FBO's.

     

    And those remaining commands work also when they are first used from the same thread which created the Graphics window,

    so even in this state it's already useful, but the ultimate goal would be of course to have FBO's working on all threads without preloading.

    Any update on this? I personnally humbly admit I cannot help at all.

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