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BLaBZ

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Posts posted by BLaBZ

  1. We're talking about 2 different things, and I think you're both right.

     

    Microsoft changes the DirectX API constantly and attempts to be exclusive by forcing people to use DirectX on Windows machines. Windows to this day only ships with OpenGL v1.1. This is a truly pathetic play in the world of forward motion and is still the only reason DirectX is viable option. If graphics cards only had to support one API things would be much simpler on all fronts.

     

    By all means, Leadwerks being developed with OpenGL is obvious decision.

     

    On the other hand, the .NET libraries are phenomenal and Microsoft excels when it comes to Organization management ie: Microsoft Server, Active Directory, and the way security almost seamlessly integrates with these systems. If you've ever used LINQ you'd realize you never want to work with datasets in an application without it.

     

    Microsoft does somethings great(.NET) and somethings just land in the ****ter (DirectX,Internet Explorer).

  2. Sorry for asking this ignorant question, but how does terrain exist differently from other meshes?

     

    I know terrains are usually generated based on a height map and contain the expected vertex and triangle information but how are they rendered in Leadwerks and most game engines vs Meshes?

     

    Is the primary difference in how the Camera culls unnecessary triangles?

     

    Why are terrains more efficient for landscapes than meshes?

     

    Thanks for answering my silly questions wacko.png

  3. I think it's great that using LUA we'll be able to write the same code and have our games work crossplatform.

     

    What I don't like is the idea that anyone could see your source code. Your design and architecture is part of your intellectual property, will there be anyway this is protected?

     

    Would there be a way for leadwerks to take your source code and convert that to machine code?

     

    Thanks

    -BlaBZ

  4. Max2d has a nice function set, makes things a lot easier, I'd rather use that then have to take the time to learn raw OpenGL, though I'd like to sometime,

  5. This has been a bit frustrating, I'm trying to use BlitzMAX's brl.max2d drawing commands but unfortunately it interferes with LE gl operations, I've tried setting changing the graphics driver, I was attempting to convert the c++ leglBegin() and leglEnd() functions to Blitz when I realized that Blitz doesn't have a "GetCameraRange" function.

     

    Has anybody been able to get Blitz's Max2d module to work? Any suggestions?!

     

    Thanks!

  6. Oh that was a joke, I use math libraries instead

     

    You can definitely learn stuff from smaller projects that can help you in larger ones, though the design and construction is going to be drastically different, in that case, what you learned about design for your smaller projects aren't going to help you out as much in the larger projects, Steve McConnel describes it as comparing houses to skyscrapers,

  7. Fantastic concept behind LE3,

     

    Last I heard the gaming industry was worth $22 bil, that's a lot of people getting hooked on video games and with that it's easy to get inspired and want to create your own. The challenge is that making video games has always required a decently steep learning curve; When kids want to start making a video game they want to start now, they don't want to learn to start, so to lower the educational curve higher the "level" ie: use Leadwerks instead of pure OpenGL.

     

    Leadwerks 3 is taking it to the "next level" by providing more simplification to accomplish typically complex tasks. Widening the current target market through cross-platform compatibility and a lowered learning curve.

     

    It makes me excited to observe the kind of progress Josh and leadwerks are making

  8. Dude, here's your gold star* here's respect because you deserve it.

     

    And thank you for being "the one" to show us what hard work truly is, without you I would be nothing.

     

    And you're right! All we talk about is how does Kevin Tillman manage his projects and set realistic goals! In fact! I suggested josh remove all other forum topics since we don't use them anyway.

     

    Sincerely

    Your loyal pawn

    BLaBZ

  9. Seriously, I've been "ATTEMPTING" to write a Real Time Strategy Game/Engine for the last 3 years no joke. This is also when I learned to code with Blitz3D, I got a basic understanding of the language and felt that I knew it pretty well, turned out a bigger and more important part was understanding program design, needless to say, 3 years and 7 revisions later I finally got it ;) But it sucks writing 10K lines of code only to find out you made a huge major mistake in the design and you'd be better of scraping it and starting over, which if you attempt to make a game you don't have the skills to make is bound to happen...

     

    Being inspired to make games gets you into coding, if the coding itself isn't enough to get you to keep at it then you're in the wrong field

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