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Road Kill Kenny

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Posts posted by Road Kill Kenny

  1. I would also like to point out that a lot of people scream bugs when they don't realize that the bug is in their own code and not the engine. More often than not things don't work right because of a lack of understanding about how it works. There are only a few people on here that I actually believe when they say there is a bug.

     

    Buy it or don't. We don't really care.

    • Upvote 1
  2. Well I've consulted the Command Reference Documentation in Leadwerks for meshes and found AddMesh(TMesh src, TMesh dst). Not a function I've ever used but may work if it works how I think it does. http://www.leadwerks...es/addmesh-r308

     

    So from what I gather it adds the data of one mesh to the data of another. I'm not sure if that includes UVs (but I hope it does). So perhaps I can just make it so that when I have the same mesh with a different texture I can just Add the mesh from one to an empty mesh (which is created with CreateMesh() and then paint it different. I have no idea if this will work though because I don't know the nature of the function but we'll see.

     

    Here's a question for Josh. Am I likely to have this same problem in LE3 or does it work differently in LE3?

    • Upvote 1
  3. So I've got it mostly working though I forsee a problem.

     

    I was hoping to just have 1 of each type of "lego piece" (if you will), and then just paint them with different materials. However, when you load the same mesh twice it automatically instances the one that is already loaded and if you paint one you paint them all. This means I can't have a differently textured floor in one room than another unless that different room uses different meshes.

     

    So basically for each lego piece I can only have 1 texture on for a whole level. Is there any way to separate them (un-instance) the meshes without having to make duplicate gmf files of every single lego piece?

     

    If not I could potential just support a maximum of 3-5 differently named pieces that are exactly the same but different file name but I'd rather not if there is a better way.

  4. Hi All,

     

    I'm trying to make a very difficult decision concerning level construction in my game and thought I'd bring it forward to see what other people think. Currently my levels are broken up into a bunch of sections. Each section contains a floor which is one mesh for the entire floor of that section and then a number of walls (varying per section). You may have seen this in one of my past blogs called "A Bucket 'O' Walls". Now this has worked and it is possible for me to go all the way like this. However, there are some downfalls namely

    • Every section has to be modelled uniquely (almost) which means a lot of extra artwork and man hours
    • The positioning of these can't really be "snapped" into nice unit lengths because they are all unique.
    • Some rather big pieces with possibly bigger textures than I may want.
    • Kinda pointless making an editor for it when everything has to be modelled in Blender first.

     

    Now I have been pondering another method which acts more like a construction kit/set where I pre model a bunch of level parts that I can re-use to make almost any level I want. I could make this work in an editor nicely and you simply put it together like lego and then add assets once the level frame is made. Some example pieces would be like 1x1m floor, 1x2m floor 10x10m floor, 5x3m wall, 1x1m wall corner etc. etc. Everything would be based on unit dimensions (no decimal points) that way the level could be made to snap together nicely. I could also have a set of standard textures that I could slap on them and would fit nicely to make level creation very quick. However, there are problems with this as well that I can see:

    • Possibly too many entities making performance bad.
    • Well yeh that's about it but that could be a killer.

     

    So what do you think, risk the many entities or go with the unique level models and extra work. I'm kind of undecided at the moment.

    Please keep in mind when r

    esponding that my game is completely data driven and for certain reasons I cannot, use .sbx or leadwerks editor to make levels. I also doubt that the CSG editor in LE3 would mesh nicely with my code architecture (subject to testing) so for the sake of my question please pretend CSG & LE3 does not exist even though I may port my game over to it.

  5. I have 2 personal rules when it comes to textures concerning quality.

     

    1. Don't compress normal maps

    2. Don't compress anything with alpha.

     

    Everything else I compress and there isn't too much of a difference.

  6. If you pre-fix all your LE commands with the LE:: namespace identifier when coding with LE2.X and C++ then it will be much easier to port to LE3 methinks... eg. LE::LoadModel()

     

    That way you can easily identify everything that needs to change. Also you can do a search for LE:: and and it will show you everywhere where you need to change the code.

    • Upvote 1
  7. Sounds all good and a estimated release date sooner than i thought which is good smile.png. Look forward to it.

     

    Just one question if anyone might know, and i can imagaine all time has been put into the engine. But is there a plan for documentation (ie: will there be some form of which will be released with the engine, or will it build up over time like LE2?)

     

    Thanks

    Andy

     

    There will be documentation from the start.... or so we've been told.

  8. The price will be announced when I can properly demo the finished software. Otherwise you don't know what the price is actually for. I can tell from people's comments they still don't get what the new engine is about, and I can't really expect them to until they are able to play with the editor themselves.

     

    So... at a hangout on Sunday? wink.png hehehe

  9. no (lets see how many no's we can get)

     

    Here is all you need for the basic setup of framework with C++

     

    Don't mind the LE:: I just like to so I know for sure that is a Leadwerks function.

     

    #include "engine.h"
    
    int main(){
    
        LE::Initialize();
        LE::Graphics(width, height);
        LE::TFramework fw = CreateFramework();
    
        LE::SetAppTitle("Title");
        LE::RegisterAbstractPath("path");
    
        LE::BP lua = LE::GetLuaState();
        LE::lua_pushobject(lua, fw);
        LE::lua_setglobal(lua, "fw");
        LE::lua_pop(lua, 1);
    
        while([conditional statement]){
    
             LE::UpdateFramework();
             LE::RenderFramework();
    
             //Majority of Game Code Goes Here
    
             LE::Flip(1); //1 for v-sync 0 for no v-sync
        }
    
        LE::Terminate();
    }
    

    • Upvote 1
  10. No... It is not free promotion. It is promotion proliferation. Think about it... if everyone one is special then no one is special. It's like putting up a sign in Las Vegas.... no body is going to notice your sign out of all the other millions already there.

     

    Greenlight means that bad games can be trolled into existence on steam and innovative games can be voted out by idiots.

     

    Also a Valve guy said the thumbs down does not affect the %.... so how the hell does it work then lol

    • Upvote 1
  11. Maybe the thumbs down votes counter a thumbs up. Dunno but imho Greenlight is fail. Basically the fate of your game is up to a bunch of teenagers. Also wtf is with the games on there. There are so many and a lot are blatantly copying other games I'm surprised they don't get sued. I've seen so many minecraft and terraria copies. Also saw an almost direct copy of super meat boy, Q.U.B.E. The number of games on there made with RPG creator is astounding.

     

    I can't believe there is no sort of screening process to weed out stuff like that and not to mension the hoax entries.

    Even if that screening process is far reduced to what it used to be.

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