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Posts posted by TylerH
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Yes, I will in a minute. I am away at a university so I have to TeamView into my developer PC.
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@ZioRed:I uploaded an example with some component base code, as well as C# events integrated into the Leadwerks callbacks. Did you get a chance to check it out? I think it would be best if we all worked together, as opposed to having 3 completely separate implementations of this pattern.
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I could definitely dedicate some time to proper C# documentation, both for the straight C# API, as well as for the full wrapper that now exists.
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Looking good, I have been planning one for a while, to have a slick interface. What language did you make this in?
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That sounds great. This makes doing things like NPC AI logic stupidly easy, almost like a finite state machine, but in an "infinite" manner
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Code won't download for me. Says the gcore.zip file doesn't exist.
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A friend of mine implemented this very pattern into an old Leadwerks C# framework. I liked the flexibility, but it seemed bloated.
The best example usage I came across in using his system came in two ways:
1) We had components that made up the player: Camera, Controller, and Control components, that handled the Leadwerks camera, the Leadwerks controller, and our input system, respectively.
2) We had a set of components that made up the actual gameplay logic behind the player; it was a survival RPG, and you had to eat (Hunger), sleep (Energy), and drink water (Thirst)/Water. It was a "stranded on an island" game.
There was a component for each of the 3 "needs", and a Health component. Each component could talk to the other components by querying the player (parent of all 4 components) for the other using a Name, or get the entire set of 3 by using a FamilyID string.
It was pretty awesome. I have attached the source code for the entire game (C# in Leadwerks x.x, I think it was 2.0). What was also pretty cool, was that you could create components in either C# or Lua, and it made no difference. Components could still talk to each other and be interacted with the same way, though this required a .NET Lua module that allowed importing .NET types into Lua.
I also attached a RAR with the most recent version of source code for said game framework. You might be able to find a playable version of the game in the Showcase of the old Leadwerks forum.
EDIT: http://forum.leadwerks.com/viewtopic.php?f=32&t=2254&start=0 There is the old thread, but it seems I deleted the archive from the server.
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That is correct.
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I, J, and K will give you the local axes of the model relative to itself. The parameter it is passing to the hinge function I believe is the "pin", which is the axis it rotates on.
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Yay. I worked on a Lua draggable decal a while back, and had some minor success, but with a full solution like this, I am extremely grateful.
Wonderful work
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I agree with ZR on the LoadFile type command, but instead of a string, if we could simply get a pointer to the file's memory, and then from there we can get it as binary, XML, text, or whatever, in any encoding.
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One more thing: All of the polled input commands (basically every Leadwerks input command) will not work with a custom context, like this control, or the one I made using Tao.OpenGl.
I have been researching a way to add custom support in the C# wrapper to circumvent the polled input and provide an identical use API for custom contexts, but have not really done anything on it yet.
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My solution was lost, but it was a matter of changing ALL calls into Leadwerks commands that return strings to return an IntPtr, and using Marshal.PtrToStringAnsi to convert it to a string.
(Just re-added incase anyone searches this thread in the future)
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Seems like a legitimate question? I can look if you would like a full explanation, because I honestly don't know off of the top of my head.
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Oh, ok. I had forgotten Josh mentioned it got reverted.
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Does you have any type of illumination map on him?
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Is your Working Directory pointing to a folder containing the DLLs?
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The technique for this is called spring dampening. You create a "Spring" class that has two vectors or entities, and does the calculation in an Update call to determine the forces to apply. It is then dampened and modified to simulate elasticity, breaking, etc.
It is commonly used in 3rd person cameras. I will look for an implementation I have done previously and report back here my findings.
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For real back on working on this. No joke this time.
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Well, if by auto-building you mean setting up, I think anyone making large scale levels for games is using the Leadwerks Editor. There is no reason you can't setup a game entirely in code or the world as well, but there are advantages and disadvantages to both approaches.
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The official headers, as maintained by the community in the C# language and .NET/Mono, will be available here:
To update:
http://code.google.com/p/leadwerks-csharp/
To commit (if a member):
https://code.google.com/p/leadwerks-csharp/
I would recommend an SVN client such as TortoiseSVN.
Anyone may checkout the SVN anonymously to receive the headers, and I will add anyone to the project who wishes to commit upon request. If privileges are abused, you will be warned, then removed from the project.
NOTE: HTTP for anonymous checkout, HTTPS for anyone wishing to commit (post-approval).
This is intended to be the be-all-end-all thread on the C# Headers and their availability.
As of 5/6/2010 the SVN is on Revision 2 using klepto2's latest posted release.
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So are the callbacks/delegates you wanted working? Or still missing?
I have the "official" code that I worked on about a year ago that remained consistent, memory leak, and bug free throughout the course of engine updates, and can incorporate that into this.
I never caught on at the beginning as to if Ubu encapsulated my old or new C# headers for this wrapper, or wrote the core imports from scratch; regardless, we will get things up to date and trucking, I have loads of things I want to bring to Leadwerks that will come quickly and easily via C# (and Lua ).
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That may change in the future.
The LE control??
in Programming
Posted
No one has committed any updates to it since klepto2's initial release. He may be working on it locally, but I couldn't say for sure. I may improve it if we could get a list of "bugs" running to work on systematically.