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fuego

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Everything posted by fuego

  1. fuego

    Source Code

    Thanks Laurence. You seem to be the only person who responds to my questions so far
  2. fuego

    Source Code

    Is source code of LE available for SDK owners? If it has a separate license how much does it cost?
  3. Did anyone try to implement blending a custom texture onto the terrain? We have tried the following: SetTerrainTexture(game.scene.terrain, fowTerrainTexture, 0, 2); BlendTerrainTexture(game.scene.terrain, 0, 0, 1.0f, 2); SetTerrainTextureScale(game.scene.terrain, game.scene.terrainresolution* 2, 2); Where fowTerrainTexture is a black and white texture which is intended to be used as fog of war texture. There is no mistake about the channle number and resolution of the texture, the problem is the transparent areas in the texture are displayed white. Can anyone give some tips about how to use BlendTerrainTexture function? We have tried to adjust the alpha parameter, also tried with different textures as well. We use C++ and gamelib 0.16 btw. Thanks...
  4. fuego

    Mouse Wheel

    Thanks! It worked.
  5. fuego

    Mouse Wheel

    Hi! How can a person detect if user has turned the mouse wheel? It will play an important role on our RTS game project. I have seen no related function with mouse wheel in the engine, should we write a special mouse callback function for native Windows mouse API? Thanks
  6. fuego

    Frustration

    As Niosop says: "What would I pass as the "target" argument? The TTexture?" I agree, what do we provide for BindTexture() as argument?
  7. fuego

    Web design

    I can support all kinds of web design stuff too, for both .Net or PHP based businesses. Please let me know if anything I can do for you
  8. Looking forward for the next version of game lib. Can you give an estimation of the time it will be available?
  9. I am someone who has asked for this feature in the near past too. I think this would be an incredible feature!
  10. Pixel Perfect is speaking the truth, most people don't mind about the performance. Only the old people like me remembers those good old days when performance was the key of a successful software engineering project I am writing code for 21 years. I have started to C about 20 years ago and I have used almost every popular language on the market so far. Nowadays people care about the visibility most. I can't say I blame them, because (for example) if an engine is faster but it does not produce better results will not be preferable. But the popular concern "C# or Java provide more than C++ does" is not completely true. C# may only provide a less coding interface, but your result may be like Windows Vista if you don't be careful (tons of eye candy but requiring 1GB of RAM for displaying a start menu in 10 minutes) which will definitely have to be replaced with an alternate version. C++ gives you direct control of hardware, which is indeed harder to manage but much faster and incomparably customizable. Rick is speaking the truth too, different kinds of development may need some other type of development tools (rapid application development, mobile development, etc.). Also with an alternate language to C++, if you can use some other things (like multi core execution, math-co processor, etc.) you may get rid of the disadvantage of using framework stuff. In this case, your app may be much faster than a traditional C++ program. Anyways, I will continue developing my projects in C++
  11. Arbuznikov's exporter does the same thing, it exports to OBJ then take the next steps as you did. I think you should contact with him, he is a nice person. I had some issues with his exporter too and sent him a mail about it, he responded very quick and took his hours to solve my problem and came with a solution very fast. I am sure he will help you too.
  12. Boost libraries make something easier (like reference counted pointers and stuff) but those come with an incredible cost. If you keep using boost::shared_ptr you will get an enermous slow down in your system perofrmance. But if you use intrusive pointers (boost::intrusive_ptr), it will give you the fastest code that you can have in any language (with a big cost of extra coding). C++ is the most direct way of handling the memory and hardware, but because (on the contrary to popular belief) nothing is automatic on hardware, you have to deal with most things by yourself (like collecting your garbage). This would bring you some extra effort, but your app becomes in the fastest possible way. I am a skilled C++ and C# developer, and I can say that if you are seeking for performance, you have to go as far as you can from the framework based business (like C#, Java or VB.Net). Even Delphi would be a lot faster than C# because it has direct access to the LW DLLs, there is no framework or extra layers, managed code sh*t or so. But if you are a beginner or if you don't want to write longer, then you will have do with what you get from the managed code (either slow or even more slower).
  13. Oh Mac, you are right. If this is going to be a cross platform compatible product, everything must be on common things between platforms. I completely forgot about platform dependency when I have sent my previous post.
  14. fuego

    Networking

    I do, I am working on an direct play like stuff with a token ring (or possibly web service based architecture in the future) part for my RTS game project. My stuff will be available soon. The only thing I can provide now is screenshots. LUA stuff will be definitely great for this part of the functionality too!
  15. I believe you would need to write a low-level keyboard handler to process key hits manually like in this article: http://blogs.msdn.com/toub/archive/2006/05/03/589423.aspx I hope this helps, because in some other forums that I have memberships, people who failed to process VK_PAUSE key code said they have succeeded with this method.
  16. Thanks. Your explanation gave me at least some place to start.
  17. I like the engine a lot, I never would like to lose such an engine, because it is not easy to find the right engine on an affordable cost. But if this will be the only way to make things legal, I believe I have no authority to deny it. I am a software developer too, I never want another software developer to feel sorry about nerds who steals his effort.
  18. Since my situation is related, I have to admit I have "stolen" the engine (in your words) at first, because I am a very poor person, then as soon as I had $200, the first thing I have done was paying out and buying the engine. Before I have bought it, I have asked questions from the forum too. May be I am one of the "stupid users" that Josh wrote about, I don't know. I am sorry for that, and macklebee is right, they give more or less a penalty if you return to the store that you have stolen something from there and said "okay I have stoled that on that time, but I am here to pay for it". Here the decision belongs to the store owner, you can either call for the police or get the money and forget about the event. If I have costed you extra thing in the time before I have bought it (it took about two weeks for me to collect the necessary amount) please tell, I will find and pay it. Or if it is necessary for you to cancel my license, I can understand it surely respect your decision.
  19. I believe you can at least write about how can I access the textures of a model? Or specific entities such as water plane Thanks
  20. Woohooo! That was the biggest thing I expected to happen, but I did not expect it to come that fast! Now I don't have to bother with Visual Studio or stuff, after some amount of work, I will be able to do everything on the engine at real time! I think this is fantastic.
  21. Hi! I have posted this topic to a non-programming related thread, may be I should repeat my question in this thread too: My First Message On That Thread was: Hi! Before the age of shaders (that was a long time ago I know ) I have made a 3D based small RTS game. At that time, I was using a technique for FoW (Fog of War) issue, it was like this: - There were 3 textures, 1 the original ground image, 1 the previously visited areas (half-dark black and white texture) and 1 for the units and houses which have a sight range. - I was blending these 3 textures with multiply blend - voila! your FoW is ready So: 1.is there any easier way to do FoW in LW engine? Or is there an easy way for multiplication blend? 2.how can I get/set the texture of water plane? Best regards, Tolga My Second Message was: Let me give you the example of my old program. You can downlaod it from here: http://cid-51aec94d6...Docs/RTTFOW.zip When you execute this file, you will see that an OpenGL app will start and there are some bright points on the window. Consider these bright points are the visible areas around some buildings or some units on an RTS game. When you move the mouse, another bright area will be moving, and every place it moved on will be less brighter, and this is the effect happens when a unit goes to somewhere else but its previously visited routed are half-bright. I have made this with a system of multiplication blend (with glBlendFunc(GL_SRC_ALPHA, GL_ONE); statement). How can I do the same with LW engine? Regards, Tolga
  22. Let me give you the example of my old program. You can downlaod it from here: http://cid-51aec94d6952348d.skydrive.live.com/self.aspx/Docs/RTTFOW.zip When you execute this file, you will see that an OpenGL app will start and there are some bright points on the window. Consider these bright points are the visible areas around some buildings or some units on an RTS game. When you move the mouse, another bright area will be moving, and every place it moved on will be less brighter, and this is the effect happens when a unit goes to somewhere else but its previously visited routed are half-bright. I have made this with a system of multiplication blend (with glBlendFunc(GL_SRC_ALPHA, GL_ONE); statement). How can I do the same with LW engine? Regards, Tolga
  23. Hi! Before the age of shaders (that was a long time ago I know ) I have made a 3D based small RTS game. At that time, I was using a technique for FoW (Fog of War) issue, it was like this: - There were 3 textures, 1 the original ground image, 1 the previously visited areas (half-dark black and white texture) and 1 for the units and houses which have a sight range. - I was blending these 3 textures with multiply blend - voila! your FoW is ready So: 1.is there any easier way to do FoW in LW engine? Or is there an easy way for multiplication blend? 2.how can I get/set the texture of water plane? Best regards, Tolga
  24. I have had my access to the SDK Owners groups now. Thanks macklebee
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