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Road Kill Kenny

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Everything posted by Road Kill Kenny

  1. I totally agree with all of this. I've always thaught about getting help but then I think twice on the stepping on toes effect and I decide to do it myself. Thanks for that Josh it's good encouragement
  2. Yipeee stiff joints would be awesome.
  3. Ah I forgot about that. I will move it this afternoon.
  4. cool. Thanks for posting that. The reason I use switch case is because its the only way I know how... Though it is also very simple to see and understand if you are trying to learn RakNet so for the purpose of this tutorial I'm going to stick with it. However, post away any code that may be useful because I'm sure people will explore things on their own once they have the basics down. TBH I'm not a very good programmer, I just really wanted to learn how to do networking and I'm happy to share what I learnt about RakNet, hence most of what you posted goes straight over my head XD... But I'm sure there are plenty that would get it and be able to implement it into my networking stuff for the better. (Hopefully I'll get it some day I guess the real purpose of this series of tutorials is to de-mystify networking with RakNet in Leadwerks. I think that there are a lot of really good programmers that are a lot better than me at general programming. However, it seems like a lot of people are also almost.... 'scared' (for lack of a better word) of networking or fear it is to difficult to even try. I guess what I'm saying is: Its not as bad as it looks peeps . If I can do it then so can you! In later tutorials I hope to touch on the more..... itchy topics i'll say such as: hiding/disguising lag and networking techniques other than simply the code. Edit: So what I gather from your code (after a quick look) you are using some function to determine message identifier and then calling a function depending on what the ID is... Have I got the basic jist?
  5. File Name: RakNet in Leadwerks Tutorial Files File Submitter: Engineer Ken File Submitted: 13 Oct 2011 File Category: C++ In this tutorial series you will learn how to use RakNet in Leadwerks to network your games. The attached .h and .cpp files will be needed for the tutorial and can be altered for your personal use for your own games. The video tutorials can be found as follows: - Part 0 Setup - - Part 1A Server - - Part 1B Server -http://www.youtube.com/watch?v=QDweY9fbflM Click here to download this file
  6. On the other hand. If you have a gun and run up to a wall, the gun will go into the wall if your body is not big enuf... bad bad.. But idk what ur making it for
  7. How long is a piece of string. - Depends on the game type, size, action. It can vary massively from game to game.
  8. This whole topic is epic fail. (And NO I'm not a hardcore programmer for the last flipping time)
  9. It is good for having a game that allows you to play your own music. I sometimes like that in certain games. Not everyone is going to convert all the music files to ogg
  10. Hehe I had a problem with this one.. There is a bug in some windows stuff.. To fix it you must either: 1: Include all RakNet includes before engine.h or 2: #include "WindowsIncludes.h" before you include engine.h (WindowsIncludes.h is in the RakNet Source) It took me a while to figure this out first time but at least its a nice easy fix
  11. Hmm the only thing I can see is this: #include "Engine.h" It should read #include "engine.h" C++ is case sensitive so you need to specify it it exactly as its written. Also make sure you set up your VC++ project correctly. Have you used C++ before or is this your first time? If you haven't used it much before I would suggest going to www.cprogramming.com and do the c++ beginners tutorial and getting some of the basics down. It will help you get to know it better.
  12. The error console says it all 1. GRAPHICS_DEPHBUFFER should be GRAPHICS_DEPTHBUFFER (You missed the 'T') 2. and ;CreateWorld(); should be CreateWorld (); (Don't put a semi colon before CreateWorld()....... 3. You have too many of } these. Parenthesis always need to match up.so delete the last one You should learn what the error messages mean. eg: error C2065: 'GRAPHICS_DEPHBUFFER' : undeclared identifier means that the compiler doesn't know what GRAPHICS_DEPHBUFFER is..... first thing to do is to check your spelling because it has to be exact or the computers not gonna guess what you meant 1>c:\users\pointersoftworks\desktop\projects\darkage\darkage\darkage.cpp(51) : error C2143: syntax error : missing ';' before '}' Syntax errors usually come down to missing a ; or having mis-matching parenthesis ({}) etc. Double click on the error messages and it should show you exactly where they problem is in most of these cases.
  13. Blender & 3DWS are two completely different software. Blender is more of a 3D art modelling/ animating etc tool 3DWS is more of a fast level creation tool. It will take you longer to make levels with a lot of buildings (for example) in Blender but when it comes to characters, props & more detailed modelling use Blender... Oh and Metatron, Blender is totally perfect for what its made for (disclaimer: Just poking fun not trying to start an argument) Customizing assets is more a job for Blender though.
  14. Chamfering is super easy in Blender. Do you use the edge loop command? Just hit ctrl+r and then it will let you put edge loops in between polygons. Then it will let you slide these loops up and down. Slide them up to the edge where you want to make a chamfer and done. Yes it does increase the poly count but that is the challenge. Where is it worth incresing for a good look? All questions that you gotta ask youself. As for the normals, its a good idea to get that right in blender before export. There are a few tools in the 't' and 'n' panels for showing normals and editing and flipping them. Concerning UU3D: I don't recommen unwelding the UV's. By doing this you are creating a tonne of extra vertices in the UV map. Every vertext that is unwelded becomes 2 vertices. If you completely unweld a plan that consists of 4 quadrants then that converts the 1 vertex in the middle to 4 verticies...... Not very efficient and not recommened. You generally want to keep your UVs stitched together as much as possible. You may not notice the verticies in any vertex count but it doesn't change the fact that the UV map has more verticies = bigger UV file = longer processing of UVs. TBH I don't know what you guys are talking about with UU3D. The reason that cube looks funny that Metatron posted is because its using shaded smoothing and its edges have too great and angle between faces to get a good result from that. That is what shaded smoothing will do.... If you want flat smoothing.. don't auto smooth and don't export smoothing groups. I seriously cannot replicate this problem on my system...... Edit: If you are going to make a cube with hard edges like you would for a crate for example... Don't use smooth shading and don't export any smoothing groups. Edit2: UU3D is excellent. One of the best value for money software I've gotten.
  15. With the standard project setup we pretty much all do I thnk. At least in C++ you do as well. I don't mind it too much tbh because I use it for debugging.
  16. Hmmm interesting. Can't say I've had the same problem. Then again I use UU3D to export to gmf so that may be the difference. BTW: It's difficult to tell exactly what the differences are in that render because the models are different distances away and the lighting on both models is different. If you took a screen shot of a frame where both cubes are the same distance away and and with the same shadows it would be easier to see the exact differences.
  17. The built in vehicle controller is not very robust. However, there are workarounds to fake the realism. I'm currently in the process of creating a destruction derby game and the vehicle physics is going well. However, I'm not aiming for 100% realism so you may have some difficulty in getting pin point realism.
  18. Thanks Check this out guys. I've been trying to get semi-realistic acceleration of a car with gears in my game. Using my graph I was able to get a good acceleration curve going. It still needs a lot of tweaking but its starting to take the general shape that an acceleration curve should. XD anyway heres a screen dump of the graph. This is accelerating on the flat in a straight line to max speed and then letting go of the accelerator: (You should be able to see where the gear changes are its pretty obvious XD) PS..... Yes its a beetle that goes from 0-100 km/h in 6 secons .. as I said, my vehicle still needs tweeking
  19. - Currently it can only draw 1 graph, however, before I release it you will be able to make multiple in a single instance. (you don't need more than one instance) -Yes you will be able to stack more than 1 line in the first release. I th -In release version 1.0 you will only be able to have 1 big primary graph and 2-3 secondary graphs. However, in later versions you will be able to make as many as you want. -In even later versions I plan to make them window-able so that you can drag them around expand them just like a window.... However, I can't spend so much time on that right now. I need to put some work into my actual game once I get VariGraph 1.0 outheheheh. XD BTW Glad you like it thanks Edit: Oh I almost forgot. This is how easy it is to make and instance and use it //These are only called once #include "VariGraph.h" VariGraph Graph(); //Create an instance of VariGraph Graph.CreateDebugGraph(Title, x-label, y-label, x-exageration, y-exageration); //Call this once for each graph you want to craete //These 2 can be called every frame. The class itself will ensure that it is actually not updated every frame but rather 20times per second. It is important that a graph be created before these are called. Each additional graph will need a new update and draw call depending on its Graph Number... i.e. 1st graph Graph number=0, 2nd graph Graph number = 1 etc. UpdateGraph(GraphNumber, YVariable, 0) ;//Updates a graph with the YVariable. This gets called every frame but only executes 20 times a second DrawGraph(GraphNumber); //Draws the speciffied graph. Called every frame or your graph wont't draw So yeh as you can see it is very easy to implement... And you should also do something like this. #define DEBUG_BUILD //at the beggining of ur document. and #ifdef DEBUG BUILD //calls go here #endif That way you can just comment out #define DEBUG_BUILD in your release and not worry about removing the graphs when it comes to the release version
  20. Hi all, I've been working on creating a a runtime, debugging graph generator for the physics in my game. However, the graph class that I have created is very flexible and can be used in any Leadwerks application and it is very easy to use. I plan on releasing it as soon as I'm finished with it and hopefully it will come in handy for debugging things like physics interactions etc. in your games. Some of you saw my first video but I have improved it a lot since then. Take a look at the new video. Enjoy >>> <<<
  21. I agree. If its going to be simple you may as well just use OpenGl draw functions or the LE draw functions to draw lines and load images. It's pretty darn easy .
  22. Obviously the best why is to hire out a sounds studio. However, if this is not possible or too expensive then your next bet is to buy a some recording equipment and get something like pro-tools for home use. Sound is tricky I think because, unlike graphics and art where one person at home with Blender can make someting amazing, it becomes a bit more technology and environment dependant which can be expensive.
  23. Just be careful about using the ViperScout too much. You won't be able to use it in a game unless you buy it off DexSoft. But playing around with the scipt won't hurt
  24. That sounds like a good method Naughty Alien. Below is a rough guide as to how I would go about it. 1. Convert gun pointing foreward local vector (0,0,1) to global coordinates using TFormVector( TVec3 Vec3(0,0,1), TEntity Gun, 0) http://www.leadwerks.com/wiki/index.php?title=Entities#TFormVector 2. Create a cube or quad and use AlignToVector() command to align it to the vector that we determined in step one. 3. Scale the cube or quad along the vector.. you will also have to shift it along the vector as well so that it starts at the gun and is not centered on the gun. You may have to use raycasting to determine how much scale and shifting you need though it would be a semi long explanation so I'll let you figure that out. 4. Apply material and make a shader (personally dunno how myself) to make the glow effect. Anyway thats something how I would approach it. Hope it helps
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