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Roland

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Posts posted by Roland

  1. Well, so far it's much better than C++. It's faster than C++, and less to code. I will see if there will be any major barriers when expanding the language, but theoretically it's not possible, since you can always fallback to C++.

     

    What Roland doesn't realize is that macros are actually inlines. And standard inlines are not even close to the inlinability of Easy, since you can't inline everything in C++. That's why Easy is faster than C++.

     

    Macros and inline's are definitely not the same thing.

     

    It's faster in that sense, that no C++ programmer would repeat the same code, but they would put them in functions instead, and that makes things a bit slower. Even if those functions were declared as inline, there would be still some overhead as compared to direct pasting of code. But of course in practice, you wouldn't notice the speed difference, it's more a theoretical thing, but still :)

     

    Back to the 80's :)

  2. Thanks Guys for your contributions.

    I will work a bit on this during this weekend

     

    Lumooja... :) Who else could make an own language.

    Well you know my touch about defines.... they should only be used

    in absolute weird seldom circumstances where a typed variable or constant

    can't be used. In fact I think the world should have been a better place

    without defines. Is this the successor to C++ to that you have been talking about ;)

  3. Hi again.

     

    First I really want to thank all of you for the suggestions.

    After have read the posts it seems to me that Blender is the way to go.

    I have no problem with the Blender interface, its just another program.

     

    While looking at Blender's animation I came across the MHX format that

    Makehuman (a free program that creates humans) produces. There is a

    plugin for blender that accepts MakeHuman models including BHV motions

    directly. Havent tested that yet, but if it works that would really

    be something.

     

    Blender

     

    MakeHuman

     

    MXH export/import for Blender

     

    Thanks for the video 'Niosop'.

  4. Hi

     

    I need some advice for getting some skinning/animation software.

    I'm using Modo and it works great for creating Leadwerks content.

    BUT! (there is always a but :) ), Modo has no skinning/IK animation

    support, so I need to make those things in some other application.

     

    Modo both reads and writes Collada and FBX files (and OBJ of course)

    and I guess that will be OK for most other applications.

     

    I can not afford and high price software so it has to be something

    at max 300$.

     

    I'm not interested in suggestions on replacing Modo by 3DSMax, Maya etc

    of same reason ( the price ).

     

    So If anyone have a suggestion on something that would work nicely with

    Leadwerks ( Collada or FBX import/export ) I would appreciate it.

  5. Hi all great Leadwerks programmers.

     

    As you know or may not know, I'm making an update to the ProjectWizard (see my blog). Here is the new look of the ProjectWizard.

     

     

     

    Now I need you help. What I want is you to suggest template code for the different cases

    that the ProjectWizard can generate.

     

    Current version of the ProjectWizard produces a project showing a rotating cube. Creating same

    game output for the different cases is a good idea I think. However there is no law telling that

    the produced project must produce a rotating cube, so thats up to you think about.

     

    Here the different cases that needs code (including sample project)

     

    • LUA loaded by Engine.exe
    • C++ using engine.h only
    • C++ LEO using Framework (internal Framewerk)
    • C++ LEO using Framewerk (Framewerk files)
    • C++ Gamelib

     

    There is no C# here, but It can be added if anyone produces code and a sample project for it

     

    I wish us good luck with this.

    Roland

    • Upvote 1
  6. Paul

     

    Seems right. I will update my diagram.

    Thanks

     

    Laurens

     

    I do have problems with Framewerk and Framework.

    According to Lumooja Framewerk is still needed for those

    who needs customization. See my blog here ProjectWizard update

     

    This thing with both a Framewerk and a Framework which seems to

    overlap is really confusing.

     

    And of course you are correct about that C# does not use engine.h.

    Thanks

  7. Hi

     

    I'm trying to catch up a little on latest additions and news as I have been

    away from Leadwerks for a couple of months. When doing that I created

    a diagram of the diffrent parts. I dont know if I got it all right so I guess

    many eyes are better that my two. Here is a schematic on my understanding

    of the Leadwerks system. Please tell if I forgot something or there are errors.

     

     

  8. Hi all programmers.

     

    I will do a ProjectWizard update/revision during Jan or Feb.

    So if anyone have any comments or reqeusts on this, make them here.

     

    Planned so far is

    - New ProjectWizard GUI using Crossplatform FLTK (Fast Light Toolkit) instead of Microsoft MFC.

    - Templates using Framework.

    - Templates for using LUA

  9. I don't know why you get warning messages, because I don't get any.

     

     

    Mayby your are 'cheating' by having this line at top..

    #pragma warning(disable:4244)

     

    or maybe some compiler setting

     

  10. Why this unusual thing. Including source files in source files.

    Personally I would prefer standard behaviour, thats

    do it as usual and include the source files in the project.

     

    First when compiling I was really confused. Why on earth

    do I get the error LNK2005: .... already defined in engine.obj

    But then I found those lines in gamelib.cpp.

     

    Problem solved by just comment them out

    #include "gamelib.h"
    //#include "engine.cpp"
    //#include "framewerk.cpp"
    //#include "renderer.cpp"
    //#include "layer.cpp"
    

     

     

     

  11. To get rid of this type of warnings

     

    cpp\renderer.cpp(457) : warning C4244: 'argument' : conversion from 'double' to 'flt', possible loss of data

     

    following lines needs to be changed in Renderer.cpp

     

    Renderer.cpp 457

    ScaleEntity( skybox, Vec3(farrange/2.0f) );
    

     

    Renderer.cpp 798-800

    SetShaderFloat(postfilter,"saturation",(flt)saturation);
    SetShaderFloat(postfilter,"brightness",(flt)brightness);
    SetShaderFloat(postfilter,"contrast",(flt)contrast);
    

     

    Renderer.cpp 1085

    SetColor(Vec4(1,1,1,(flt)irisadjustmentspeed*AppSpeed()));
    

    • Upvote 1
  12. PixelPerfect

    Yes I'm the everyday resync type of guy.

     

    Marleys Ghost

    Thanks for the tip. Seems to be same thing that Josh suggests

     

    Josh

    Tested with incresing from 100 to 1500 and the results are much better.

    Some strange things still appears. I will test around a little more, I know my

    terrain is a bit extreme but thats my idea. I could try make the cliff walls half

    the height to see if that will make things better

     

    I played around a little more with the light values and got acceptable results

    by not only increasing the range, but also increasing the Shadow Distance Y value.

    Those changes gave pretty good shadows but there was still a "shadow ring" around

    the camera sometimes. However I got rid of this by decreasing the Shadow Distance X value.

     

    So I think my problem is solved for now

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