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Daimour

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Everything posted by Daimour

  1. Nice work! Impressive (especially GUI). If you replace (or add) that balls with square planes (it will look like a grid with lines) you will pixel-hunt easier. Just suggestion.
  2. Try to replace while( !KeyHit() && !AppTerminate() ) with while( !AppTerminate() ) And try to remove: if( !AppSuspended() )
  3. Daimour

    sLEnder

    Nice. I played it 3 times. Researched for all alternative endings. Sometimes camera was jumping down, but it was acceptable for playing.
  4. Suggestion for optimization will be not to render custom buffer every frame. Render it only when picture is changed. And replace 2 DrawImage() with 1 that will draw final picture only. It will make code more tricky but will free some extra FPS.
  5. It should work. CreateMesh() and then AddMesh(). Probably you will need TranslateMesh() for correct positioning. And don't forget about UpdateMesh(). And physics body, if you need them.
  6. There is function SetWorldGravity for changing gravity vector. But concerning controller, I doubt It can be rotated. But who knows...
  7. I think construction kit will be the best solution. Especially if you will release your planned feature to load and unload parts of level when needed.
  8. You can watch a little example of rendering to buffer here: http://www.leadwerks.com/werkspace/topic/4746-load-texture-pieces/#entry41584
  9. I think you are talking about the same but with different words. Of course, GPU can't use compressed texture. It need to know color of each pixel with coords X,Y. The main question is when texture will be decompressed? While loading or during pixel colourization? In other words, does it stay compressed or decompressed in video-memory? I didn't read any special articles, but I believe that DDS-textures stay compressed in video-memory and will be decompressed on the fly when needed (may be partially).
  10. Not sure if it's a best way for playing video. I'm not sure. That was just an idea. You can create a standalone app for player and run it from game app in separate thread with waiting for finishing. And after closing player app your thread will get control and continue execution. So you will know that video is finished.
  11. - To not use GL Context for video playing... - To make separate applications for game and for video player...
  12. You forgot to add "Powered by Leadwerks 3D". Nice video.
  13. Looks like BMax tail. Try use EntityRotation(knight.model, 1) instead of knight.model.rotation.
  14. I would glad to come. But I speak English very bad. So I should give way to more talkative people. But if your gang will be 9 or less I will come for sure. Time in Moscow 21:00 (GMT + 4). And it's Sunday!
  15. I think there is no strict rule here. Make as you comfortable to work with. I would try to keep main() as simple as possible. Something like this (pseudo): void main() { InitGraphics(); while(!AppTerminate()) { UpdateWorld(); UpdatePhysics(); Render(); } } Considering files, you can split your code as you want. It's better to split functions to different files if: - you want to group similar functions in "class" manner; - you want to reduce compile time changing little parts of code; - you want to work with teammates on your code and/or use VCS (version control system) with file locking; - you want to separate rarely modified code from often modified; - and many other reasons. Otherwise you can hold all your functions in one big file. I use this approach while project is tiny. But since it's grown I make refactoring and split functions to different files.
  16. LE 2.X has no special optimization for indoor levels as far as I know. It just doesn't render hidden entities which is good for rendering time. But if you have a lot of objects on the scene culling time will matter. So if you want to make a huge indoor level the best way is to split it on separate little levels and make loading between them. Also you can try to stream you level (download and unload rooms while player moves forward). But it may cause lags in that loading moments. Or you can try to make hierarchy of entities. So big rooms will be parent for small parts (boxes, oildrums etc). LE will hide all children automatically if parent is hidden. Thus separate model for each room is more usable.
  17. Yes. Yes. Any 3D editor + converter to GMF format. Resource? What do you mean? You can create any AI you need with your hands. There is no support of any AI-algorithms in LE 2.X from the box. Only physics and raycasting.
  18. Are you using any assets in LogoState? That may be a reason.
  19. Looks like a bug. It should work. Try to use simple password like "123" without special symbols. Try to use short project path like "c:\myproject". May be you use some custom version of engine DLL? Try to run engine.exe with start.lua with single command: SetZipStreamPassword("assets.pak","123")
  20. Nice! It would be great not choose path/filename every time you want to make prefab. May be we could choose a prefab folder once and all prefabs will be saved to it automatically without "Save to..." dialog.
  21. There is a little example here: http://www.leadwerks.com/werkspace/topic/4746-load-texture-pieces/#entry41584
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