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Wchris

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Posts posted by Wchris

  1. 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 ^^)

  2. 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

    post-44-0-47845400-1323870556_thumb.jpg

  3. You seem to think i nsome visual physic editor !

    With LE3 open system, perhasp some of us will make such plugin ... We will see when LE3 will be available if we cab do it !

    Not necessary to Josh to make all visual tools could it be Physics , addons or helpers for world editor etc ... he has enought work t od owith the engine and mobile now ;)

    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 :)

  4. 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

  5. I think that's the key. Until you have the "technology" to give attributes to posts, splitting them out into their own forum is basically doing just that.

    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.

     

    :lol:

     

    but #B would have to specify an "attribute" when starting a new topic like Rick said.

  6. I want to merge all the programming forums into one. There are too many forums, and the sub-categories get confusing. Most programming topics don't revolve around only one language, as they are all pretty similar once you get over the syntax. I know I just stopped reading them all once they were split up into different languages. I think the most recent topics in programming are more relevant to most people than having them divided up so you don't have to see something in another language. What do you think?

    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.

  7. 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

    :)

  8. 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

    :)

  9. use phygen to give it a cube shaped physics body

    set mass and other properties.

    I never use phygen for characters.

    The controller allready has a cylinder shaped physics body. All you have to do is to adjust it's size to your character size and then position the character mesh inside the controller cylinder. use debugphysics to view the cylinder.

  10. It's done like this in Lua:

    test
    --[[
    test
    test
    test
    ]]--
    test

    I know ;)

    well maybe it's just me, but I get used to do it in just one click in other editors.

     

    it's just a loop on selected lines, if there's no -- at the beginning of the line you add it, if the -- is already there you remove it.

     

    it may sound superfluous at first glance, but if you add 100 such little features you'll get a friendly editor.

     

    EDIT: Klepto just explained it wery well. Thanks

  11. it depens on the size and mass of the cubes. Here we have no relative object like a truck or car to compare the size of the cube with, and we have no idea of the cubes mass.

     

    if you take small objects with low mass like dices and try to stack them up like this in real life, it's more than likely they will collapse just like bullet.

     

    That said i cannot answer the poll and choose between bullet and physx. So I did not vote yet. Maybe you can convice me to choose newton.

     

    #A All I know is that you'll probably get better support with them than with newton, since newton is a "one man project". And we all know 1 man will have no time to answer all those annoying trivial questions that are so far away from his own complex tasks.

     

    #B More important bullet and physx are already used in commercial games .... there's only 1 commercial game (penumbra)) i know using newton. All those commercial producs have contributed to make bullet and physx better and progress faster than newton and this will likely continue. Event if newton will get the same features someday ... bullet and physx features will be more stress tested in real games and thus better debugged. With newton YOU will always be the beta tester even with final supposed stable version. And if you find a problem, go back to #A.

     

    Your argument about having large forests is better. But when a tree is in billboard state is physic still active ?

  12. Rock & roll !

     

    I have modified the firepit and I can now adjust my flames with the intensity property ! Yeah Leadwerks per entity lua is really cool :rolleyes:

    post-44-0-11017400-1321398950_thumb.jpg

     

    I still don't know why particles stopped working and why they work again LOL. Must have messed up my media files but can't figure out when or what. Just happy it's working again and I'm progressing :D

  13. It works here.

    I know.

     

    It's a problem specific to my installation.

     

    Just found out that if I copy the "media" folder from Lupin's LE2 SDK into my project it works again.

     

    Must be something related to the abstractpath. I will investigate more this evening.

     

    My lander needs flames under the boosters. :rolleyes:

     

    Thanks

  14. Hello,

     

    I have lost the particles everywhere.

     

    even in the editor the firepit has no fire. can't underrstand why.

     

    i think the lua script is running because the light in the firepit is flickering.

     

    firepit.lua is unchanged ... is there an option somewhere to disable particles ? what could be wrong ?

     

    thanks for your help

     

    post-44-0-52824300-1321314339_thumb.jpg

  15. #1 I wish the editor would allow to move objects along their own axys or an arbitrary axys and not only global axys. and switch between the 3 at will :lol:

     

    #2 I wish the editor would allow to select multiple objects and move/rotate them together at once.

     

    #3 wish the editor would have object alignment features.

     

    I want to load a composite object as an sbx scene.

     

    To explain better the problem here's a screenshot. I want to make a destructible ship that is made of several models. The "Foot" is made of 5 parts. How do i move these 5 parts in place ? and then duplicate all five duplicates 3 times and move + rotate them in place.

     

    I think #1 & #2 could be features that have not to wait for LE3 because it does not require heavy R&D, everything is there to have it now.

     

    post-44-0-86814300-1321209989_thumb.jpg

     

    Cheers

    Chris

  16. If you have any GUI images, specifically 9-component images (top-left, top, top-right, middle, right, bottom-left, etc.) for buttons, text fields, etc., I would like some images for testing. Thanks.

    Just curious,. should such gui images be oversized to use supersampling to be downsized to screen resolution ?

     

    not sure if my wording is correct. I mean, if you have small images and stretch them for higher resolution it will look ugly ... but if you have big images for the highest resolution and downscale them for lower resolutions it would be ok.

  17. if an entity has no parent, then local = global... fyi...

    Yes I know. That's why i could not understand why I have to specify the global space with ,1 while you in your sample have no problems with default values.

     

    But i was tired and happy i found a way to make it work, so I did not mention this strange fact .. because I needed to investigate a bit more.

  18. Joints positions are always relative to the position 0,0,0. This means you need to make the joint when your bodies are at position 0,0,0, or manually add the offset to the joint if they are somewhere else.

    Metatron hint was actually the answer.

    I tryed Mack's sample yesterday and found out that i had to use positionentity( , ,1) with my bodies to use global space.

     

    positionentity defaults to ( , ,0) which is not global space, whereas joints position defaults to global space. I found this very confusing :huh:

     

    non experienced users will go directly in the wall with such antagonist default settings. but it's too late to change ... because if you change a default setting every program using it will behave eratically.

     

    Therefore Metatron's answer should be added to the joints wiki too.

     

    Cheers

    thank you all

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