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Gabriel

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Everything posted by Gabriel

  1. RE, is possible to partager your precompiled version of LuaJit ? again thank you Gabriel
  2. Hello Rick Oh ok, I thought that was very fast for a language interpreted, is is a JIT compiler, now I can die in peace lol;-) I was on their site and it offers several versions: LuaJIT beta-2 LuaJIT-1.1.7 LuaJIT-1.1.6 LuaJIT-1.1.5 LuaJIT-1.1.4 LuaJIT-1.1.3 LuaJIT-1.1.2 LuaJIT-1.1.0 LuaJIT-1.0.3 what is the version with which LE was compiled? Tthank Great Rick ;-)
  3. Hi Josh 5.1 or 5.2 or older ? Thanks Gabriel
  4. How to call a script "lua" in C++ with LEO? Thank Gabriel
  5. hello, this is normal it should be very late when I posted this question. but I solved my problem. About a nice job;-) Gabriel
  6. Hello Rick I would use this principle followed by the camera, I know how to create a Link Dynamics bypassing the sandbox and LUA and how do the equivalent of SetGlobalString (), I'll assume it is with the function lua_setglobal, but I do not know how it works. Thank you for your help Gabriel PS: for the C + + code
  7. I can get involved if you want: D What do you think of Eclipse? otherwise it remains the VI editor and good old shell and for the twisteds guys, there's always the commande "ed" ^^ josh tell me, thy name is Joshua? If you have a good memory is the password to enter the "WOPR" of the "NORAD SIOP" ;-) Gab.
  8. héée, that's right CTRL + F5 hoo my gods I had to miss it:))) course CTRL + F5 in release I only use it;-) Well, For the little story, I started to prehistoric times of C compiler Lattice C, Microsoft C Workbench, Aztech C, Borland TC1 ...... and I always have the same mental illness, I feel the need to watch the generated code in assembler. difficult to treat this mental illness;-) Gab
  9. Yes I use it for the Atmel microcontroller is a very good product. Gabriel
  10. I found ^ ^ I'm a big idiot or almost, when I run my programe compiled in release mode in VS2010 environment, loading the scene takes 30 sec. If I run the executable directly without IDE, 5 sec. I wonder what "micro $" can he do with my particular executable in release mode! Again thank you for your help Pixel Perfect, Gabriel PS: you should perhaps an idea to run a script lua in c + +;-)
  11. How to call a script "lua" in C language? i like to execute "start.lua" in my main() like this: main(..) { .... luahandle=loadscripte("main.lua"); executescript( luahandle); ... } why LE removed in "engine.cpp" the function : ( leLoadScript, leRunScript, leFreeScript) ? thanks PS: i work with LE2.5.
  12. Nice works, thank's Gabriel
  13. Hello Mr. Pixel Perfect ;-) I am in release mode and it is the Engine.dll that is used and not engine.debug.dll I could check that with the GetProcAddress API that is the right dll is loaded. I am very bothered by this problem :-( who gives a lot of thing in question on the use of 3D engine leadwerk. can be found LoadScene a source code, so I can understand where the problem? Gabriel
  14. log.rarI would have put my project but it was 300 mega bytes compressed with rar. so I just upload the log files, a log is generated via the application written in LUA and the other in CPP. my compiler is VC10 and the project, but I do not understand there is no diference in the two log files. if only one is loaded in 30 sec (CPP) and the other in 5 sec (LUA). I try to console app and WinApp, but not better.
  15. Gabriel

    GetClass

    there is no access to this information faster than this method? Handling a string and a callback is a bit heavy as the process, right? TEntity what is it? other than a pointer, of course ^ ^ it points to a structure? I think hard enough that this information is not available elsewhere as a callback, I know that the processor is more powerful, it's still not a reason build cycle that could be used elsewhere. Am I wrong? Gabriel
  16. Hi, yes I have an idea for the convenience and my laziness ^ ^. do not we say that the first quality of a informatician is laziness? well then I suggest one menu item "Pack resources", this menu pack only what is used in the scene (sandbox) or they zip the files or copy them to a directory. I think it would save hours of maintenance. Gabriel
  17. Hello I have a probleme with LoadScene API, if a double click on file sbx, the editor load "scene" and "resources" in only 5 seconds. With Lua LoadScene() same result +/- 5 sec. But with the API C++ LoadScene() take 29 seconds ? why ? The editor use another system to load scene? If so, I like to use this system because 29 seconds is verry to slow to use this in production game :-( Gabriel
  18. Hello, Is it possible to add in the Controller class the member function "IsCrouched ()" ? like this : //****************************************************************************** //**** **** //**** LEO - Leadwerks Engine Objects **** //**** (c) 1999-2011 Leadwerks Corporation **** //**** http://www.leadwerks.com **** //**** **** //****************************************************************************** #pragma once #include "leobase.h" #include "leoBody.h" namespace LEO { class Controller : public Body { public: Controller( TEntity ent = NULL, flt height = 1.8f, flt radius = 0.4f, flt stepheight = 0.5f, flt maxslope = 45, flt crouchheight = 0 ); Controller( const CreateMode& rCreateMode, flt height = 1.8f, flt radius = 0.4f, flt stepheight = 0.5f, flt maxslope = 45, flt crouchheight = 0 ); virtual void Create( flt height = 1.8f, flt radius = 0.4f, flt stepheight = 0.5f, flt maxslope = 45, flt crouchheight = 0 ); virtual void Update( flt angle, flt move, flt strafe = 0, flt jump = 0, flt maxacceleration = 0.5f, int iterations = 1, int crouchmode = 0 ); bool IsAirborne( void ) const; bool IsCrouched( void ) const; // GKV modification de la source ajout du menbre IsCrouched (16/11/2011) }; // === inlines === inline Controller::Controller( TEntity ent, flt height, flt radius, flt stepheight, flt maxslope, flt crouchheight ) : Body( ent ) { if( !mIsReference ) Create( height, radius, stepheight, maxslope, crouchheight ); } inline Controller::Controller( const CreateMode& rCreateMode, flt height, flt radius, flt stepheight, flt maxslope, flt crouchheight ) { if( CREATENOW == rCreateMode ) { Create( height, radius, stepheight, maxslope, crouchheight ); } } inline void Controller::Create( flt height, flt radius, flt stepheight, flt maxslope, flt crouchheight ) { Assign( CreateController( height, radius, stepheight, maxslope, crouchheight ) ); } inline void Controller::Update( flt angle, flt move, flt strafe, flt jump, flt maxacceleration, int iterations, int crouchmode ) { UpdateController( m_entity, angle, move, strafe, jump, maxacceleration, iterations, crouchmode ); } inline bool Controller::IsAirborne( void ) const { return 1 == ControllerAirborne( m_entity ); } inline bool Controller::IsCrouched( void ) const // GKV modification de la source ajout du menbre IsCrouched (16/11/2011) { return 1 == ControllerCrouched( m_entity ); } } Thanks ;-) Gabriel
  19. Gabriel

    GetClass

    Hello if KeyHit(KEY_E)==1 then pick=CameraPick(camera,Vec3(GraphicsWidth()/2,GraphicsHeight()/2,2.0),0,0) if pick~=nil then repeat if pick.entity:GetClass()==ENTITY_MODEL then break end pick.entity=pick.entity.parent until pick.entity==nil if pick.entity~=nil then pick.entity:SendMessage("use",controller,0) end end end make same of this code in C++, but i cannot find in documentation this function GetClass() in prototype.header Thank
  20. Gabriel

    GetClass

    Hello World ;-) What the equivalent function of getClass from LUA in C++ Thank Gabriel
  21. hello Josh, it is not you who does not understand, but as I am Belgian and my English is very bad so I use Google translation ^ ^. ok google is not that great when you have a technical problem;-)
  22. well sure I delete instances of the scene then saved, then I copied and renamed my models;-) the only thing that I did not do is quit the editor and start again. .
  23. Hello, Is there a debugger for the Lua scene editor? Or there is a working method to debug a script editor without increasing the code with AppLog ()? Because I doubt the behavior of the loader scene. In my project, - I created a model "ObjTest" with a script. As a result I did a copy paste the folder of my model that I call "ObjTestV2" and the first "ObjTestV1". - Then I renamed the files "gmf" in Obj_test_v1.gmf Obj_test_v1.gmf and the other in the same thing for the script file. - In both script files evenemt UnlockKey, I have a log for a AppLog ("from V1") and the other AppLog ("from V2"). - And then, i reload my scene, the first model has disappeared since I renamed, so I instantiate the object ObjTestV2 and I have a funny surprise, I log in "From V1" and then "From V2 "! This is normal or not to run a script that is not from the scene? If this is normal, there is documentation that describes how the scene manager work and the interaction with scripting? Thank you for your answer Gabriel
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