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TylerH

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Everything posted by TylerH

  1. That's good to know. I get bored manually adding files instead of classes in C++, so I will keep this in mind
  2. I like to do the reverse, I usually start with the diagram and lay out the core structure, then delve into the code. Anyone else do that commonly?
  3. Creative Alchemy will restore this in Windows Vista and Windows 7. Creative Alchemy will restore this in Windows Vista and Windows 7.
  4. We have a very good reason for the vectors being classes. I can assure you our code is extremely efficient, and for the implementation that Lazlo and I have worked on, the results are extremely user-friendly and quick. We have yet to notice any speed issues or bottlenecks due to the nature of our math classes; however, if any such decreases or bottlenecks are discovered in the future, we will research the necessary optimizations.
  5. I was talking about your post and my reply to your post.
  6. That had nothing to do with this feature request, and neither does this post.
  7. There is no difference between a class and a struct, other than whether the members are private or public by default, respectively.
  8. Working with a tool you wrote, which I don't see available for public use, isn't working for the whole engine
  9. You can use BindTexture. I believe it had an optional cubeface parameter, so you would say 1-6 to pass the cube faces.
  10. TylerH

    GUI

    I did a full UI way back in the day... http://forum.leadwerks.com/viewtopic.php?f=1&t=3381&start=0&hilit=phoenix+open+source It is basically a C# library that provides you with about everything the Source Engine had in terms of user interface. But it is so outdated, you would be better off utilizing the CEGUI tutorial, or even the CEGUI implementation posted in my Jeklynn Heights code thread.
  11. Here it is: http://leadwerks.com/werkspace/index.php?/blog/19/entry-94-ik-animation/ I attached the Vector3 and Quaternion classes to this post. They are from my somewhat abandoned OpenGL 3.0 engine. synergy.zip
  12. Networking commands were removed from the DLL in the latest SDK from what I recall.
  13. It is being spearheaded by Lazlo, we kind of have our own specialty areas that we both contribute from. Basically there will be two ways we intend people to use the wrapper: - 100% OOP with no exposure to the Core class (recommended) - 100% Core with no OO (not recommended)
  14. In C# you would use a simple FileWatcher and it would be realtime. I am positive BMX has a similar implementation.
  15. Definitely. To make it clear: I have to cast strings from Leadwerks with an ANSI encoding, otherwise the text is just garbled symbols, which means Unicode is not there.
  16. Only the visible cube map faces? Would it be more too to determine which cube faces you can actually see?
  17. You really shouldn't be using the Core commands, or atleast that is the aim and paradigm of the OO Wrapper. The IntPtr is the handle to the Leadwerks-managed entity, so new Pivot(the IntPtr) will result with what you need.
  18. It was either Chris Paulson or Roland, and myself, who implemented a system in C++ for inverse kinematics for Leadwerks. The code has to be around here somewhere...
  19. You need a camera parented to the center of the truck, hide the truck, render the camera in the 6 axial directions, and BindTexture each buffer image to get the realtime cubemap.
  20. We could have a FromString command that would take in the same format as is created with ToString, since it can be confusing, and them ofcourse have Parse to handle the actual engine-way of doing it. The idea is that Parse is taking a working string, ToString is creating a super pretty string to use in message boxes, logs, etc. They are usually not the same, but we could accommodate both for both casting to and parsing from.
  21. I am seeing it. I will go ahead and switch that over.
  22. Question: Maybe some custom exceptions could be thrown ? public static Mesh Load(string path) { try { Mesh mesh = new Mesh(Core.LoadMesh(path, Entity.NullPointer)); } catch (mesh.Pointer == Entity.NullPointer) { throw new LeadwerksNullEntityException(); } }
  23. This may be changed over in the future to do as you guys suggest, but right now the only C# system that will handle loading and such in the constructor, as well as null checks and thread safety is my GameEntity class; unfortunately, it isn't close to being finished or fully usable.
  24. http://www.devarticles.com/c/a/C-Sharp/Making-Your-Code-CLS-Compliant/ The Vector classes contain overloaded operators, which are not CLS Compliant.
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