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Posts posted by Roland
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Maybe this could help
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Just a little note.
if self.health >= self.maxHealth then self.health = self.maxHealth end if self.health <= 0 then self.health = 0 end
could be replaced with
self.health = Math:Clamp(self.health, 0, self.MaxHealth)
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Updating to VS 2017 goes fine according to your instructions. Josh, now when you are at it, could you make the changes suggested below to get rid of warnings. A good project should compile without warning!
Release
cl : Command line warning D9030: '/Gm' is incompatible with multiprocessing; ignoring /MP switch
Remove <MinimalRebuild>true</MinimalRebuild> from <CLCompile> section
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LINK : /LTCG specified but no code generation required; remove /LTCG from the link command line to improve linker performance
Add <LinkTimeCodeGeneration>Default</LinkTimeCodeGeneration> to <LINK> section-------------------------------------Debug Working Directory is wrong.Change $(SolutionDir)\..\..\.. to $(SolutionDir)..\..-------------------------------------
Debug
1>libcryptoMT.lib(aes_cbc.obj) : warning LNK4099: PDB 'ossl_static.pdb' was not found with 'libcryptoMT.lib(aes_cbc.obj)' ....
1>libcryptoMT.lib(aes_core.obj) : warning LNK4099: PDB 'ossl_static.pdb' was not found with 'libcryptoMT.lib(aes_core.obj)'....
...
...
etc ...etc ...Add /ignore:4099 to <LINK> section, line <AdditionalOptions>-------------------------------------Debug Working Directory is wrong.Change $(SolutionDir)\..\..\.. to $(SolutionDir)..\..-------------------------------------Thanks- 1
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Solved:
In Blender I scaled it up 100 times and the Applied Scale.
Exported again and scaled down inside the LE-Editor
Now it works
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Yes. I understand the problem. Will make some workaround. No problem now when I understand the reason.
Thanks Josh -
Thanks Josh.
That explains it. Great
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Thanks for checking macklebee. Then it must be something local here. I created a blank project and added just that model and material. Placing the 'key' model in the scene works. As soon as I click on in the editor crashes. Oh well... I will reinstall Leadwerks then.
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Swedish is correct
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Aaah. I see. Thank's (y)
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Why not just use wstring, wchar_t, wfstream etc .. and that's it. A search and replace and maybe some modification here and there and its done
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20 hours ago, Josh said:
It's standard C++. There's a header you have to include for VS support, but 'not', 'or', and 'and' are standard.
Cool.. didn't 'not' know that
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while (not window->Closed()
'not'
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Looks good to me
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Its not possible to change the account email now.
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Okay. Then I don't know. Haven't tested the new GUI my self yet.
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Try with logTextArea->Release() instead
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Lucky you to see such a beautiful face now and then ?. Anyway I hope this finally means that our code indentions will be treated with respect and dignity
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TAB seems to be 8, think 4 would be better
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The reason why remove is slow is that all non-removed item are shifted towards the front of the list while the container keeps it's size. After the operation remove returns an iterator past the last non removed item. Removed items are actually not removed but just marked as removed. The idea is to bring down the amount of memory allocations and get a continuous vector. You can also use remove to remove all items of a certain value from the vector
Here's some notes on iteration on a vector
http://fastcpp.blogspot.se/2011/03/fast-iteration-over-stl-vector-elements.html?m=1
There are quite a few types of containers, each one suited for different situations and with their drawbacks in other situations. There is no "the fastest" I'm afraid.
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Hard to say without seeing how Link, LinkedList and LinkNode looks like.
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Yes using a reference is of course more efficient
C++ Tutorial
in Programming
Posted
The Actor class is included as any other Leadwerks class.
C:\Program Files (x86)\Steam\steamapps\common\Leadwerks\Include\Classes\Actor.h
There is already a C++ setup for you when you create a project. Just open \Projects\Windows\"projectname".sln in Visual Studio and there you go