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YouGroove

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Everything posted by YouGroove

  1. Wel lif IOS would come to life, i have some questions : What language will be supported : C#, Lua ? In case of Lua, will it be translated on IOS code also ? Or will C# be better on performace compared to Lua if Lua is supported for IOS game making ?
  2. "On this subject though, as currently with LE2 there is one script per intity type, not per object, so to have 2 of the same objects have different scripts, i need to make 2 of the same objects. Unity and gamestart and others allow you to write any script and just drag and drop onto any object (or entity), will this be possible in LE3?" Now i can dive on LeadWerks programming with tools like Visual Studio, but i agree that for 3D artits, it could be great. ---------------- In fact i think it's already done if i don't misunderstood ? http://www.leadwerks.com/werkspace/blog/1/entry-709-connecting-actors/
  3. LeadWerks Studio 3 ? LeadWerks 3D Studio ? But i prefer LeadWerks Engine 3 that sounds similar to UTE3 in some way.
  4. Wow great news In fact by plugin, the goal is not to replace the egine functionnality but lot more to alow each programmer to make unique tools for unique tasks. For example someone could make some special panels dedicaced to quickly create a top down Third person Shooter , with on panels : buttons, sliders etc ... to adujst anything like : spawning , speed, life , special zones on the level etc ... Or it could be a special tool for special needs like extended entitie management and placement with new attributes things, why not a field like "Class Name" say this entitie will be ruled by that class ... Or something like Unity someone could perhaps achieve to create some "visual logic editor" (some thing for non programmers at all) product , why not ? Even more why not some visual physic editors fro anything like solids, rope system etc .... I think it can only boost LeadWerks interest and popularity
  5. Finally im' back to code, i think Lua example codes that "macklebee" have given are the perfect place to start. I even think on going back to C# caus really the main code for a scene loading for example is really very the same with same functions calling. And C# is as easy as Lua. For world loading what i find really disappointing is the fact to have to set the effects like "God of Rays", anisotropic etc ... all again by code Caus they have been set in the editor I hope In the future something will be done to have them set automatically to the good values with the scene loading call, independently of the language used that could be C++, C#, Lua or whatever ?
  6. Yes try Dexsoft ! They are really serious and low prices for big quality (a good bunch of models on some packs) and , one thing you don't find in all model sellersn they do LOD that are included the majority of time. They have different models themes that could really interest people also from SCI FI to Medieval. I hope it will be a free section , caus i plan to offer some textures for example
  7. In fact it's not replacing actual programmer side at all ! Its just bringing access t o3D artists even those without basic programming knowledeg Fro example a starter FPS or Third person game with simple stupid AI for ennemies and examples for melee, shoot or magic system. The ywould just have to throw the template than begin to bring their 3D world creations i it like moding on big engines ! Later they can modify code , gameplay even with community help if needed. I was incredibly happy playing "E.Y.E" game some mode for Source Engine. The team behind have such originality and refreshing world. They don't had to worry about the programming side a lot using the SDK and examples. In fact it's just for LeadWerks that is already open to pure programmer , to open it to pure 3D Artists also !
  8. Cool I plan to use that if we have it !
  9. Thanks macklebee : In fact this is the lines that pushes to load all entities at same time as the world so. Once again i didn't talked only in my interest, i just wanted to show that not all things where so clear for a newbbie here
  10. Thanks macklebee : So i must follow this thread tutorial in fact ? Perhaps it should be standard on the SDK no ? Because like i have seen in another tutorial scene loading command only loads static and not entities and ligths ? Or perhaps i'm cofused ? or it was an old tutorial ?
  11. Well i've seen the coe for loading a scene in C++ or C#, but the command don't load the entities and lights ! So i don't see the interest of placing lights and entities in the editor if you don't have them at loading. It can be loosing time : - you place the entitie you want in scene editor - you laod the level by code - in main function : you laod position and other attributes, and place the same entity or light by code ? - you can acess by code to your entitie Why not : -You place the light or entitie in the world editor where you want - by code with the loading command :it load the world , and the entities and lights - you can access by code to your entitie I find that's doing two time the same thing and a waste of easyness : -placing the entitie in the editor -placing it another time by code Loading a world should be loading all stuff you have placed no ? like a good bucnh of other 3D engines ? It's just an idea to perhaps improve the engine !
  12. I don't know about Thingoids ! But it seems to be like attaching some script to an object no ? You put the code to a weapon to be picked up by a player whe nit comes near for example ! So you must follow some conventions like , having the bone name of the pplayer with a certain name , so the weapons knows where it must go when auto picked (and also some relative position/rotation values fro adjustment to the hand of the player) ?? Or am i wrong ?
  13. @Roland : Just great I don't tallk about : " great for me" , yes it will be great for me , but i think , it will be great for anyone taking on the engine on the beginnng, and specially people wanting a solid base and to begin slowly to modify it or add things. I think 3D artists are not turned to the programming side even if they can do good things with some help , and some starter kits would just be excellent for them, and to start prototyping something. I don't say we should have just some buttons to create game things like some Unity extension, but a good base, reday to go and running would be cool. Any 3D artist i'm sure could make the game using only the template and bringing small thing like sword attack system for some or Gun shooting sytem for others !
  14. Yes LEBuilder, once you use it, you can't go back ! I have used it for C++,.Net and Lua, so great, you just select the directory , language and it puts all you need in your woking directory ! Without having to battle with installation. Another 3D engine propose to copy all stuff in the right directories of Visual C++ , it works directly , it's another choice of installation. But i really prefer the LEBuilder way. For templates, why not, some extension where you would choose : Third person, FPS, platform, car game or any other genre, and it would install the template and all stuf needed ready to go on your directory !
  15. Ok now all is fine ! I have used instead LEBuilder to build a Lua project and i modify the code with the examples code ! Well in fact the PI Third person Lua exemple don't run caus the code seesm old, and it seems more to be not a main class , but just an exemple ! In fact i'll start from thr unning cube example and modify it to see what i can do !
  16. @Metatron : I think it's like some commercial games using LUA ! You have the expensive parts of code like path Finding, physic simulation , formulas for something put in C++ and you have all the rest for Lua. Some good bunch of commercial games have been using it, so i think it's a good choice for concentrate on game making than coding !
  17. Strange i try to run the PI examples and i have the following error : "Table index is nil " On line 13 ? But there si no table in concern in the code ?
  18. Perhaps all physic and math Calculation shoud remain in a C++ DLL for example instead on Lua precompiled code i think. Sure that 1 or 20 FPS is not the same thing indeed.
  19. Thanks a lot Rick ! I'll dig and test these examples tonigh. Yes i will put a variable to stop NPC attacking in level editing mode indeed, or it will be a real warfare battle with NPC and me trying to adjust the level ! you could create a custom property that holds the name of the player object you have. Some engines proposes something similar to this , and this is what i'll choose. For example the name will simply be : "PLAYER" it wil lhave all player things , propeties , collision stuff etc ...
  20. Thanks Rick ! In fact i really wanted t oavodi the "get Models" from the scene I thaught they could just interact between them and the player only by their "attached" scripts ! For example in the editor i place a model where i put the player code (Camera view, atacking code , collision with other entities etc ...) Than i put in the level some ennemies, i attach to each of them some action like "if player near -> attack ; if life to 0 , fall animation then remove from world) I thaught the main function would only be used to initialize the engine, laod the world, and manage menus or level changing. In fact it is same as with C# or C++ where you must lookup for all entities you have placed in the world than call the good code appropritae to the enity type ? I'll try it tonight. Perhaps it can be the other way, of placing all modes on the world editor and their code. Then just make a simple main to load the level ready to play without having to care about entities because their code have been edited from the world editor !
  21. Well i know what are the restrictions for LOD animated models : - same squeletton for all LOD perhaps ? - Textures ? If someone have some information on that ?
  22. I'll make a platform/acion game in Lua with interesting features (i hope to success in the programming side). But i don't see how could i make some template for that language ? I just see people copygin the example template then modifying values and code ?
  23. Well in fact i have a main PC, , for travel i have another mobile PC. My question is : Can we install the SDK on two PC ? I know i can for one PC , i tried to just copy the SDK on the other PC and it didn't worked.
  24. YouGroove

    GvB

    Great game An idea for your game , perhaps put some traps and buttons , when a character reaches a squarre tile where is the button, this button would activate a trap where another character could be , it could bring more strategy to the game. I'm interested even more on your project caus i also take the Full and fast Lua way.
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