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Blog Comments posted by gamecreator
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On 10/7/2019 at 4:32 PM, Slastraf said:
there are still some bugs here and there that just drain your motivation always a bit
This exactly. There have been quite a few show-stopping bugs for me too. A character controller that was buggy that still isn't completely fixed (though Josh tried), navmesh generation by code that is broken on large maps (though navmesh isn't even dynamic so it doesn't support basic things like doors opening), glitchy vegetation, broken vehicles, etc. I used to start a game with fingers crossed that things will be OK. Now I mostly just use Leadwerks for its clean C++ commands, renderer and simpler projects. I don't try to do anything fancy. If I did this for more than a hobby, as much as I love Leadwerks and have been a fan and active community member since version 2.x, I would use another engine as well.
On 10/7/2019 at 4:32 PM, Slastraf said:I am not a friend of monthly subscription payment for Turbo
As far as I remember, the subscription model may only be here for the beta. There was talk about it being a one-time purchase on release but I don't think a final decision was made.
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You can do it through either Windows commands (I'm guessing Linux has equivalent) or try through the Leadwerks GUI (though I don't think it's documented still).
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In other words, would the above change anything here: https://www.leadwerks.com/community/topic/12244-setrotation-pitch-bug/
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Quote
Any arbitrary rotation will work, including roll and pitch
Does this mean that we won't have to worry about euler/quaternion any more? SetRotation and GetRotation will just work, without having to deal with conversions?
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Thanks.
1 hour ago, Josh said:-A monitor has a position relative to the other monitors. They all make up one big virtual screen.
Ah, makes sense.
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Great start but this is a little confusing to me. Some questions:
- What does GetSize return? Is it the number of pixels across and down on the given monitor (the monitor's resolution)?
- What does GetPosition return? What are the XY coordinates on a monitor? Or, how does the display have a position?
- How would you make a full screen window over two or more displays of your choice?
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This is very sweet. Curious if we'll get oceans back and possibly rivers but I know you're not there yet. Edit: come to think of it, do you think it would be easier to implement with your new renderer and Vulkan?
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I wonder how many games just silently include it. It's not necessarily something you need to see in an options menu. And I don't think you should visually notice it in-game, if it's done right.
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3 hours ago, Josh said:
@gamecreator If you are asking about shadows on vegetation, there is no vegetation system currently, so that problem is solved.
Variance shadow maps don't work without all objects casting shadows so I think this will be in there.
Haha!
I'm not sure I understand the second sentence. Does that mean that you couldn't turn shadows off on objects? All or nothing? Or can you maybe make some shadows so transparent as to be invisible? ... And come to think of it, from your recent blog, how would an item merely emitting light, like a ball of light, work? Would it cast a shadow too?
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It's been just over a year since I posted this so time for it again. ?
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Looks fun. I hope you made it so you can change the variables in-game, to speed up testing.
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7 hours ago, Josh said:
I can't really think of a way in which user events would be useful. It seems like it just complicates the code for no reason. I am curious to see what you think.
I hope that even if events were implemented, we were still left with at least the basic Down function we have now. It's great to have options but often simpler is better.
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7 hours ago, reepblue said:
While I think we should have less tutorials, example content is a must. I myself learn things by looking at examples, and then modifying those samples to make it do what I want it to do.
I'm the same. I gave up on the Leadwerks GUI because it's not documented and a question I asked wasn't answered clearly (and it's also more convoluted than I feel it needs to be. I just want to put down a button and detect if it's clicked on. This should be like 2 or 3 lines of code).
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That is the biggest goal of an engine, simplifying the end-user's life. We usually don't have to worry about what's under the hood but it's nice to see details of what Josh is working with.
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1 hour ago, Josh said:
Using Vulkan does not automatically make anything faster.
This could be true. I did some searches and one response said that it depends on if you can put it to use for your engine or game. Wiki says something similar:
QuoteVulkan is intended to offer higher performance and more balanced CPU/GPU usage ... Vulkan is said to induce anywhere from a marginal to polynomial speedup in run time relative to other APIs if implemented properly on the same hardware
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Do you already know if it will be faster than OpenGL and if so, by how much? Or is that subject to testing?
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The good news is that it's been done elsewhere so there is at least one working solution. I suspect the path is broken up into multiple points and all an engine calculates is the path between the current point and the next point. When you get to the next point, you calculate the path to the next one after that, etc. But there's gotta be information out there on this.
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That's fair. Keep taking those steps forward and try to make the official release as complete as possible (in a reasonable time frame). I don't envy the pressure you might feel sometimes.
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Did you already figure out how the infinite terrain will work with navmesh generation and navigation? I'm guessing for generation you'll have to load all the terrain at once. I assume it's not a problem to have character controllers navigate on a navmesh when a terrain isn't loaded (they're independent of each other?).
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37 minutes ago, rogy said:
instead off-racing I would suggest 3rd person shooter with ability to drive vehicles
I would prefer the opposite: games that are simple as possible so people can learn from them (and I say this as a C++ user while I'm sure the examples will be in Lua, since that's what most Leadwerks users use). But I know it's kind of two opposites, to make games that are simple but impressive.
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Leadwerks Game Engine 4.6 Released
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
1 hour ago, Iris3D Games said:Because my account is limited and I did not purchase five dollars.
Did you not buy Leadwerks on Steam?
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I submitted it to the forums to not clutter this blog: https://www.leadwerks.com/community/topic/18815-analytics-bug/
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55 minutes ago, Josh said:
Where is your bug report? I can't find anything in the bug reports forum.
I submitted it as a status update question at the time, then we started a PM chain. Last I heard, they didn't respond to your email but I think maybe you needed to start your own ticket instead of directly emailing the person.
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Will analytics be fixed? It seems like it should be something easy to do.
Leadwerks is so cozy
in tipforeveryone's Blog
A blog by tipforeveryone in General
Posted
To play devil's advocate as you have: you don't need a team to make a great and successful game. A lot of people fall into the trap of wanting to make the next World of Warcraft or Call of Duty or whatever. You need to either seriously reduce your scope or accept that you won't finish your game (as you seem to have done). There have been a ton of single-man developers and especially two-person teams that have been wildly successful. Also, if you have money, you can always hire artists, musicians, coders and others to help.
To address your second point, yes, there's a good chance that not many people will play your game. Even completed, far more games fail than succeed. That's the nature of the business. It happens to big companies too. Then there are random little games like Minecraft that one person starts as a hobby, shares on a forum or two, the community goes wild and the game makes millions. There are a ton of factors that contribute to this but a big one seems to be that you're connecting with your fans early on. Minecraft and Spelunky (original) were released early as hobbies and communities enjoyed them and it grew from there. Then there are companies you can hire (somewhat like publishers) that can work on getting your game out there for you (just be careful of shady ones that demand too much - I've seen devs screwed over). How much of the marketing side have you read up on and tried implementing?