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L B

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Posts posted by L B

  1. Hi. First of all, for your information, the headers work with VB .NET as well, if you want to code in VB.

     

    Here is a code example in C#, I don't know if I uploaded that version yet. Tell me if it doesn't work, means I didn't.

     

    while (!Window.HasRequestedClose)
    {
       if (new Pick(camera, Graphics.Width / 2, Graphics.Height / 2, 500).Entity.Class == "Mesh"))
       {
           // do things
       }
    }
    

  2. Hasn't someone posted an update on From Dust like 2 months ago as a status? I thought we all saw it o.o In any case, it's awesome. Would pay loads to play it.

  3. It's uploaded here:

    http://leadwerks.com/werkspace/index.php?/files/file/172-font-studio/

     

    True-type fonts (TTF) are nice, but have problems:

    -They only work on Windows.

    -They will disappear if the upper left corner of the text is out of the viewport.

    -You can't do fancier bitmap font effects with them.

    Is it possible to do anti-aliased/scalable fonts for Leadwerks? I think not, and unless your game always stays at the same resolution, that would be sad for a menu GUI.

  4. C + + is great lenguage I am C + + programmer but in the indie world, and even some of AAA production studios often increase the use of language such as Python because it increases productivity because it simply shortens the development and up to 400 percent .

    Ok, I know you're new here, but that's not a good way to get friends with Lumooja.

  5. LoadModel("cube.gmf");

    repeat...

     

    and

     

    cube=CreateCube();

    cube2=CopyEnitity(cube);

    repeat CopyEntity()...

     

    are identical.

     

    Which means, you should always instance models when they are identical, it brings a huge speed boost.

    Agreed, but isn't this slower: (That's what I meant)

    cube = CreateCube();
    cube2 = CreateCube();
    repeat...

  6. I actually solved it with this material file:

    texture0="abstract::glass.dds"
    texture1="abstract::glassdot3.dds"
    texture2="tag::rendercolor"
    texture3="tag::renderdepth"
    
    depthmask=0
    zsort=1
    shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap_refraction.frag"

    Thanks to Lumooja for the firepit reference suggestion.

  7. Trying to use refraction with framework, I found myself stuck having to get the rendering buffers, which I can't access. Example:

     

    (Reference tutorial: http://www.leadwerks.com/files/Tutorials/CPP/Transparency_And_Refraction.pdf)

     

    using System;
    using Leadwerks;
    using Math = Leadwerks.Math;
    
    namespace Evol
    {
       static class Refraction
       {
           static void Main()
           {
               try
               {
                   Engine.Initialize(800, 600);
                   Framework.Initialize();
                   FileSystem.Initialize(@"C:\Users\Lazlo\Desktop\Refraction");
                   Filtering.Optimize();
    
                   Explorer ex = new Explorer(Framework.Camera);
                   ex.Camera.Position = new Vector3(0, 2, -2);                
    
                   Mesh scene = Mesh.Load("abstract::scene.gmf");
    
                   World.Current = Framework.Layers.Transparency.World;
    
                   Mesh sphere = new Mesh.Sphere();
                   sphere.Material = Material.Load("abstract::glass_refraction.mat");
                   //sphere.Material.Textures[2] = Can't get the framework's light buffer?
                   //sphere.Material.Textures[3] = Can't get the framework's graphic buffer?
                   sphere.Position.Y = 2;
    
                   World.Current = Framework.Layers.Main.World;
    
                   float refractionStrength = 0.01f;
    
                   while (!Window.HasRequestedClose)
                   {
                       ex.Update();
    
                       if (Keyboard.KeyDown(Key.Up))
                       {
                           refractionStrength += 0.001f;
                       }
    
                       if (Keyboard.KeyDown(Key.Down))
                       {
                           refractionStrength -= 0.001f;
                       }
    
                       refractionStrength = Math.Max(refractionStrength, 0);
                       sphere.Material.Shader.Pass("refractionstrength", refractionStrength);
    
                       Timing.Update();
                       Framework.Update();
                       Framework.Render();
                       Graphics.Flip();
                   }
               }
               catch (LeadwerksException e)
               {
                   Debug.Alert(e);
               }
    
               try
               {
                   Framework.Dispose();
                   Engine.Dispose();
               }
               catch { }
           }
       }
    }
    

  8. Don't worry Lazlo. :D You don't have to apologize because you are one the people who put a lot of work in the headers. Perhaps an email to Anika would be usefull. I believe that she does the community managing. Then could be one main topic about C# including:

     

    • What is a header, wrapper and what is the leadwerks.dll.
    • Were can I download them.
    • Available documentation.

    • A header is the medium between your coding language and the Leadwerks Engine.
    • A wrapper is an object oriented approach to a header - it's basically a OOP header.
    • You can download them at www.middlewerks.com/headers or in the "Downloads" section of Werkspace, under "Tools and Utilities" (look for "32-bit .NET DLL")
    • The documentation is available on the same site. In Visual-Studio documentation will be coming soon.
    • Even though the site says the custom engine.dll is required, it is not. Some custom methods require it, but few of them.

  9. A major feature that I would like to see.. is facility for 'Lipsinc'. All new games now have talking characters. I just recently tried out the new release of FPSCreator with lipsinc built in. It's easy to implement and is a great improvement for the Gamer when interacting with NPCs. Instead of Characters standing there looking dumb, they come to life. Some form of lipsinc is essential for modern Game Creation.

    I think lip synchronization is against Josh's mentality, and I agree with him on it: It takes an incredible amount of time to implement, various voice artists, and most of all, it's not needed! It can easily replaced by an off-screen voice-over or, honestly, with not-so-perfect animations.

     

    @Betke: I'd really like to see that list too ;)

  10. Ok look, let's stop arguing for nothing, and answer the OP, before he gets desperate of our community and goes to Unreal.

     

    Trainguy, if you want to do a MMOFPS, go for it and try.

     

    • Leadwerks will be easier to code in general, but has no network support (it will in LE3).
    • UDK will be harder to code in general, but has networking support and a lot of FPS examples.

     

    Now if you want my opinion, I'd buy Leadwerks and get familiar with it, get some experience, then when LE3 comes out with the Networking you need, you should be more than ready to at least realistically attempt making your game.

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