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Wchris

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  1. Wchris

    One Last Thing

    A script is a good idea,because it's allows customisation for those who want advanced specific effects. As long it's easy to call. I have another question about navigation AI. Suppose you have a room with 3 doors, a small width door A, a medium width door B and a large width door C. Inside the room there are 3 cylinder controllers, a small one, a medium one, and a large controller. Of course the small controller can go thru door A,B,C, but the medium controller can only do thru B,C, and the big one only thru C. Just curious, can the navigation Ai handle this ?
  2. Wchris

    One Last Thing

    me->GoToPoint(happy);//LE user will be happy, with integrated navigation Suggestion : I would also like enemy->Explosion(Diameter, smoke, smokecolor, projections) because an explosion is a "standard" feature, and most users will spend xxx time to redo something that could be done once 10x better. also SendHighScore(gamename, playername, score); and GetHighScoreList(gamename) could be cool. ^^ because you host.
  3. maybe this is one part of the solution http://www.leadwerks...?f=32&t=4518��? but vertex are probably not attached to bones .... their position is probably computed from closest bone and the info is in the GPU so you can't get it back, you'll probably have to play the bone animation manually. Big job. Just curious, what's your ati hardware exactly ? AMD fusion ?
  4. Ken is manipulating bones in this tutorial http://www.leadwerks...ks-tutorial-r83 no idea if this will work for you EDIT: not really what you want I guess There was an intel article about CPU Skinning here http://software.inte...ng-for-3d-games unfortunately the attached source code is not available anymore
  5. Huh why a 8800 ? it's a 2007 graphics card and the minimum requirement. Why would someone in 2012 buy a 5 years old graphics card ? I'm missing something ? On the other hand it'll force you to optimize the game FPS and make sure it's playable on old boards.
  6. before, you should exchange a complete project (assets and executables) with lumooja and see if metatron's project works on your machine and if your project has the same problem on Metatron's machine. EDIT : LOL if you've got an Intel integrated Graphics Chip on a laptop it's not even necessary to look elsewhere ... this **** has a bad implementation of shader 3 & 4 which are required for leadwerks. Maybe in year 3012 when Larabee will be ready ? better get an Ati or Nvidia card in the meantime.
  7. Hello, I'll try to take 5min to help because you look motivated and I like motivated people, it's good for my own motivation that sometimes falls down. Usually red skin indicates wrong shader. first :modelviewer show you have bones and frames so this is ok, but you did not activate View - Hierarchy so we don"t see them and the screenshot and don"t know if they are still well positioned ans sized. second : you don't need to parent anything, animation is done by a skin shader that simply makes the mesh follow the closest bone. Open surface1 and surface2 in modelviewer then get the corresponding mat file name and open it to post the content here. it should look like this : texture0="abstract::naf73_occlusion.dds" clamp0=0,0,0 texture1="abstract::naf73_normalsdot3.dds" clamp1=0,0,0 blend=0 depthmask=1 depthtest=1 overlay=0 zsort=0 cullface=1 castshadows=1 specular=0.30000000 bumpscale=1.00000000 gloss=0.500000000 shader="abstract::mesh_diffuse_bumpmap_skin.vert","abstract::mesh_diffuse_bumpmap_specular.frag" shadowshader="abstract::mesh_shadow_skin.vert","" with _skin in the shader name Cheers.
  8. Thank you Dadonik for the complete code sample. I used your code with sqrt formula + collision detection (to know if all 4 foots are grounded to the right place) and it works perfectly.
  9. Thank you all Maybe I can also check collision to determine if the body is airborne or not. I assume a collision occurs when the body is grounded. I'll experiment a bit
  10. If not maybe in LE3 ? ^^ if not how would you simulate this test with LE2 ? (without false detections when a body is thrown in the air and reaches the point where he falls down) Thanks
  11. I'm stuck with another problem. (and I have no more holidays) I have modeled three landing pads and a control tower. but when i want to position my lander (by code) on pad 1 before game starts it falls down and rebounds. I tryed to lower world gravity with setworlgravity(Vec3(0,1,0)), but the engIne just ignores it. I'll have to find a workaround, maybe lower object mass. secondary problems are the lander feets enter into the pad. I suspect a problem with the .phy. and third issue, when i use getentityposition on the landing pad and do a setentityposition of my lander to that position I'm not centered on the pad. Maybe my objects center is not correct, will have to look into uu3d if I can fix this there. Also i'm playing with my Christmas gifts now .... but I'll return into my code soon Cheers Chris
  12. I like it too reminds me of "toy story". You will work for pixar studios someday Your camera movements are also perfect, very cinematographic. I did not work on collision detection for camera yet. You use raycasts to detect walls ?
  13. Okay I have made some progress so I updated everything. The components now handle better keyboard and mouse inputs. Added experimental mouse wheel support, but could not get it to work well sofar. Added parenting. What makes me the most happy is the game progress ! Now I can safely land B) This was my biggest concern... How to make landing and ship control possible while keeping everything easy. My solution was to add a stabilizer system that restores ship noze up. You just have to click on the ship's main body. Now you can also activate the boosters individualy and get additionnal power to turn. But remember you're not an airplane, you have no wings. once horizontal you fall down ... and thats when the stabilisers are usefull, by clicking on the main body to restore vertical orientation. You can also use the little pulsating jets on top, by hovering them or clicking them to rotate at no fuel cost. But they are really tricky to use. here's a screenshot I also want to say a big "thank you" again to klepo2 for his day/night cycle and give him credit Still many things to do if I want to finish my minigame before end of the week (and hopefully before LE3) - create assets for landing pads. - configure a more destructible lander - add explosions - add sounds - check for landing - better instruments display My biggest concern is "check for landing". How will I know the ship has landed on his 4 feets ? Is there a way to check if bodies came to rest ? Maybe check feet colision ? Now I'll think about it and try to find a solution. If you've got an idea how to do it, you're welcome
  14. I don't think I started a holly war, nor did other pascal programmers. I'm just not so skilled and want programmers that use the same language as me to step in and help me if they are more skilled than me. I just appear today as one of the most killed pascal programmers because i'm nearly the only one, but in fact I'm not.This is relativity. Problem is people won't settle if they don't have a place to do so. There's a common "joke" (I don't find a better word) in pascal/delphi community to compare us as Jedi's. But this is just because we are few and is designed to keep us motivated. A kind of "yes we can" to encourage our will to continue and not give up... It must stay at 2nd degree. If other language take it at 1st degree and feel they are the "empire" I'm sorry for that. And I think the one who leads the worse holy war is the one that want's all the little to be anihilated and disapear. You're really wise ! Thank you But it's a question of point of view. From Josh's point of view it means more things to survey and more work. That's all. The challenge is to make him understand he does not have to survey unsupported subforum... just let them live. Also mostly when Josh answers in forums he just says "I would do it like this..." without providing code. So language distinction is useless to him. When code is provided in forums its always by someone of the community. So with a common programming forum from Josh's point of view nothing will change ... but bmx, lua, and c# posts will be diluted in microsoft Visual C++ posts and loose visibility. (not to mention pascal post that occur rarely will get buried even faster by new c++ posts) Only solution then will be to host external forums for non c++/lua languages. If there was a holy war ... this war is over and has been won a long time ago by Microsoft C++ Visual studio with the free express version. Perfect tool for price 0. The unique programming forum will just prove how severe the defeat is for other communities.
  15. Hi Ywa ! I will never drop delphi Just updated the demo, now you can use the up arrow key to activate the boosters and the left/rgight arrow keys to circle the camera around the lander. (the 7 followers will have to re-download, sorry, but first version was probably dispointing you could not interract). Now I'll have to find some kind of interface to manipulate the stabilizers ... Just curious everyone, how many fps do you get and what config do you have ? I get 45 fps. (I forgot to disable vsync so you'll caped to 60fps) Cheers Chris
  16. Oups ! I missed the lift But I posted in showcase I'm more visible there. In a global programming forum posts with low audience get buried.
  17. Just my grain of salt to illustrate my own old request of having a dedicated delphi/pascal forum. There was a pascal forum once upon a time but it got dropped because I believe of too few activity. But if you look at #2 the reason why it wah dropped was exactly the reason why I wanted it to stay ! So it's just a question of relative position of the viewer. Forum manager vs user. example ; I'm in holiday since this weedend (and my wife is not so I'm free to werk) ... and I made huge progress in my Delphi for Leadwerks component pack. If I want to post it where do I post it ? there's no location for me ! no global programing forum and no Pascal specific one ! from my point of view having a specific pascal forum is good for 2 reasons #1 being visible to same language users when posting #2 attract more skilled then me pascal programmers and incite them to settle there. (I'm not so skilled) from Josh's point of view it's good because #A it will attract pascal programmers that would shy away if they see there is only forums for other languages Of course you have 2 points against this, but none of them is unsolvable #B Already too many forums why add 1 more ? Hey ! that's easy to fix ! Make a programming forum where all the sub-languages forum topics appear merged and no topic can be started, only answers. #C Pascal is not supported. Hey ! it's easy again to make a top pinned topic static that the pascal language is not officially supported and no answer will be provided by leadwerks there; but made available to help people to meet and collaborate. But of course, as a minority I have few hope to see things change just for me. I have only one voice and those whose language is most popular will have the most voices and will win the poll. it's not their fault, it's just logic. PS: I'm not opposed to a "per task" forum, but in this per task forum the leading language will impose itself. It will become a C++ forum, it's not their fault, it's pure logic, they are many, they will overwhelm the little. Josh knows this and doesn't want lua to be stepped down (we all have our favorite ^^)
  18. The following attached files contain a small unfinihed half playable demo of a minigame (work in progress) written in delphi including source code of component set LEVCLPACK + LEVCLREG for delphi XE2 (works with starter edition too) I have temporarily stopped support for lazarus/freepascal since I don't know how to write a property editor for lazarus and I needed a custom one. this is an alpha release, component set is not complete nor debugged, but some things start to work like collisons events, joints, mousepick event, third person camera. plenty of thing to do : - test camera mode change - test leveling system - parenting ... nothing is definitive yet in design. but by default properties only work for intial level start values. You must rely on LE command set at runtime. Components act as handlers for scene objects. I plan to make a simple minigame where you takeoff on a platform and must land on another one. edit : abstractpath is set to C:\Leadwerks\DEMOLEVCL so maybe you must use the same directory to run the demo
  19. This section of the forum is an "idea box" where Josh can pickup. If the only idea we are allowed to submit is "we want le3 now" that the whole section is useless. I agree there are many people out there that could write the tool ... but from Josh "sales" point of view it's better to show a product with integrated features other engines do not have, than a patchwork of non standard external tools that confuse the workflow. Of course, he has to measure the "time cost" versus "feature visibility & attraction". But only Josh can do this not us, we are not allowed to decide for him, only suggest. Cheers Chris PS: I also want LE3
  20. I find it very difficult to setup joints (except fixed that are easy) It would be very cool to have a button to switch the editor in "joint editing" mode. In this mode we would be able to drag & drop joints kinds to the editor, then place/rotate and pin them to bodies visually. And test/set their rotations limits. this data would be saved to the sbx file. it would also be usefull to Josh to easily test physics for LE3. More people would setup complex machinery with this tool. Cheers chris
  21. Yes, But the answer is probably in between. To satisfy everybody the forum sections could become customizable per profile. This way #A would check "detailled per language" layout that is more well suited to ask questions. and #B would check "merge all in common programming" layout that is more suited to monitor and input answers. but #B would have to specify an "attribute" when starting a new topic like Rick said.
  22. Languages are very similar ... Delphi even has a twin "C++ Builder" that relies on the same compiler. We just like our develloping environment and have habits. But once you get at Josh's skill level and masterize many languages the frontiers are not so clear anymore. Also the perception will be different for the one who asks and the one who answers. #A The one ho asks will prefer to ask in his specific language forum, because he fears otherwise he could be missed or get a wrong answer. #B The one who answers generally won't care as much if his answer does not contain direct opengl calls or very specific code. Personaly when I search an answer I use the global forum search feature, and just explores the hits, whatever language it is in. Usually I don't want to cut&paste code, I prefer understand what's done. But some may prefer cut&paste (more often beginners) and they will prefer to filter their search into their specific language. So I think even if you merge the forums you'll need to provide a per language filtering system.
  23. This request is based on a Macklebee & Rick's idea in status update. macklebee Nov 16 2011 10:38 PM · Delete are you wanting to do this for just a specific model? you could always just write an object script that sets the camera position/rotation about a model's aabb... Wchris Nov 17 2011 08:37 AM · Delete nice idea mack ... but i don't want to add more tricks to the workflow, I would prefer having it "in the box". most 3D editing software I have like viacad have "zoom selected" and "view selection" features. Rick Nov 17 2011 06:12 PM · Delete That is a really good idea macklebee. I wish we could add buttons to the editor where it runs scripts we assign. Wchris Nov 18 2011 01:18 PM · Delete Yeah : Rick's idea is just excellent ! I wish Josh could read this ! As I know you are busy with LE3 i submit this for LE2 because it would request low resources. a subfolder named "custom" it the UI folder we would add in this folder : a LUA script a 24x24 png with same name as the script you just browse this UI/custom subfolder for scripts and icons. the first line of the script can be a remark like this --Hint:my super button with the hint to display on button mouseover. Cheers
  24. This request is based on a Macklebee & Rick's idea in status update. macklebee Nov 16 2011 10:38 PM · Delete are you wanting to do this for just a specific model? you could always just write an object script that sets the camera position/rotation about a model's aabb... Wchris Nov 17 2011 08:37 AM · Delete nice idea mack ... but i don't want to add more tricks to the workflow, I would prefer having it "in the box". most 3D editing software I have like viacad have "zoom selected" and "view selection" features. Rick Nov 17 2011 06:12 PM · Delete That is a really good idea macklebee. I wish we could add buttons to the editor where it runs scripts we assign. Wchris Nov 18 2011 01:18 PM · Delete Yeah : Rick's idea is just excellent ! I wish Josh could read this ! As I know you are busy with LE3 i submit this for LE2 because it would request low resources. a subfolder named "custom" it the UI folder we would add in this folder : a LUA script a 24x24 png with same name as the script you just browse this UI/custom subfolder for scripts and icons. the first line of the script can be a remark like this --Hint:my super button with the hint to display on button mouseover. Cheers
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