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DigitalHax

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Everything posted by DigitalHax

  1. What can people tell me about Code::Blocks? I know it can be used with leadwerks, but I don't really know anything about it.
  2. Thanks for all the help! I just hope I will be able to overcome any errors I encounter whilst programming. But I have to say I had no real doubt that C++ would come out on top, I really just wanted to know exactly why.
  3. Thanks for the suggestions. Mostly what is shaking my choice is the fact that I have been trying some things for C++ and a lot of things are coming up with errors. But in my head C++ is the better of the two(rather three). But like some people have done, what is the possibility of using both, to some extent?
  4. Hello. I am going to purchase leadwerks soon, but i was wondering about some things, but they are a bit tricky. I simply want to know, what should I use. Lua, or C++. I have been mostly messing around with C++, and it is going ok i guess, but there has been many problems. Especially when I was having a go at some Post Processing stuff and more complex render features. These are not necessarily build errors, but errors on launch, or just not working. Basically I am asking whether I should keep trying with C++, or start learning lua. I would hope that most of the opinions are unbiased, but I also would like to now about the support tutorials out there for both, and options for utilities such as GUI and maybe networking.(for future use) Thanks in advance.
  5. I just want to confirm this, will LE2 plus the upgrade to LE3 cost more than LE3 standalone? and if so, what sort of price are we at for LE3? Also, I have to say that the low reviews on devmaster would mostly be people who thought leadwerks was going to be a total breeze, or all the other companies just trying to crush leadwerks because it is getting some appreciation.
  6. How can you get the crawler model?
  7. Well I had a bit of a play with the character controller code, and i have set up a real basic third person rig. (Minus the model), and it was alright. I had a go at CEGUI in a separate project, but it kept saying i didnt have visual studio 2008, when i set it to V90. By the way i am using VS2010. Maybe I should use a different method for GUI.
  8. I hope so... for three reasons. 1.I want to get started as fast as i can 2.I dont want to spend lots to get one then a lot more for the other. 3. Um I don't have a number three.... 3 is the charm they say
  9. Thanks for the suggestions! I was thinking of building up the idea in milestones, and I have actually been checking out your stuff (nice!) By the way, I am aware that LE3 will be released in 5-6 months or so, and well, I have lots of other things going at the moment. Would it be worth while to wait? And what would be the price of it compared to LE2 plus the upgrade?
  10. 1.Thanks for the feedback! And yes, i am interested in having a fairly strong multiplayer side to my game, with the singleplayer almost being a simpler offline multiplayer. 2.I was wondering about how the dynamics for the camera view would work. I am thinking of having an almost static (Full area view) with a camera system where upon wall collisionthe camera will do the move closer technique, but will then snap back to the wide view. 3. Um I don't have a number three.... 3 is the charm they say
  11. Hello I am looking at the leadwerks engine, and as many of you would know i have had a play with it in general, and i am really interested in going further into an idea for a game. I would like you to tell me what you think, and/or if it is possible. My idea is to have a future set war, where you fight in "mechs" or walkers similar to in Avatar. I would think of having a multiplayer as well as singleplayer, in which you have battles. The sort of scenes would involve futuristic, industrial type areas. I have no doubt that this will involve a lot of work. I am not the sort of person who expects things like this to be a cake walk. The view would be a third person almost over the head view, similar to alien swarm. http://imagenes.es.s...ien-swarm-6.png So if anyone could tell me what they think that would be great. And yes, I do not currently have more then the demo, but i guess i am just seeing if anyone will come up and say that is a ridiculous idea Thanks in advance.
  12. Check out this http://www.leadwerks.com/werkspace/topic/4289-any-tutorials-on-interface-programming-lua/ it might help a bit
  13. Also a seemingly good investment is ultimate unwrap 3d pro. for rigging and modelling and other stuff.
  14. Ok. Well I will try all of your suggestions soon. Meanwhile ill be out for australia day
  15. Another thing, is that when i load the map, it always says, "could not load scripts/classes". I looked in the directory and in the folder is a fpscontroller.lua
  16. Well I am trying to load the tunnels.sbx demo map, which is mostly models.
  17. This is my code so far. #include "engine.h" int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd ) { Initialize() ; RegisterAbstractPath("F:/Leadwerks Engine SDK/Leadwerks Engine SDK"); SetAppTitle( "MyGame-Debug" ); //Create a graphics context Graphics(1280,720); //Create a world if (!CreateWorld()) { MessageBoxA(0,"Error","Failed to create world.",0); goto exitapp; } //Create a camera TEntity cam=CreateCamera(); CameraClearColor(cam,Vec4(0,0,1,1)); PositionEntity(cam,Vec3(0,2,-10)); Collisions(1,2,true); //Load a model TEntity scene=LoadScene("abstract::tunnels.sbx"); PositionEntity(scene,Vec3(3.8,-2.5,0)); if (scene==0) { MessageBoxA(0,"Error","Failed to load model.",0); goto exitapp; } EntityType(scene,2); //Create a light TLight light=CreatePointLight(); PositionEntity(light,Vec3(0,5,0)); //Create a render buffer TBuffer buffer=CreateBuffer(1280,720,BUFFER_COLOR|BUFFER_DEPTH|BUFFER_NORMAL); TController player=CreateController(1.8,0.4,0.5,45.01); EntityType(player,1); SetBodyDamping(player,0.0); SetWorldGravity(Vec3(0,-20,0)); SetBodyMass(player,1); PositionEntity(player,Vec3(0,1,0)); float move=0.0; float strafe=0.0; TVec3 camrotation=Vec3(0); float mx=0; float my=0; HideMouse(); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); //Main loop while(!KeyHit(KEY_ESCAPE)) { //Camera looking mx=Curve(MouseX()-GraphicsWidth()/2,mx,6); my=Curve(MouseY()-GraphicsHeight()/2,my,6); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); camrotation.X=camrotation.X+my/10.0; camrotation.Y=camrotation.Y-mx/10.0; RotateEntity(cam,camrotation); //Player movement move=(KeyDown(KEY_W)-KeyDown(KEY_S))*2.0; strafe=(KeyDown(KEY_D)-KeyDown(KEY_A))*2.0; //Jumping float jump=0.0; if (KeyHit(KEY_SPACE)) { if (!ControllerAirborne(player)) { jump=4.0; } } //Run if (KeyDown(KEY_LSHIFT)||KeyDown(KEY_RSHIFT)) { if (!ControllerAirborne(player)) { move*=2.0; strafe*=2.0; } } //Set controller input UpdateController(player,camrotation.Y,move,strafe,jump,40); //Update the world UpdateWorld(); //Position the camera TVec3 playerpos=EntityPosition(player); TVec3 camerapos=EntityPosition(cam); camerapos.Y=Curve(playerpos.Y+1.75*0.5,camerapos.Y,2.0); camerapos=Vec3(playerpos.X,camerapos.Y,playerpos.Z); PositionEntity(cam,camerapos); //Render the scene SetBuffer(buffer); RenderWorld(); //Render lighting SetBuffer(BackBuffer()); RenderLights(buffer); //Swap the front and back buffer Flip(); } exitapp: return Terminate();
  18. Well i created the character controller originally just following the tutorial, it worked fine and had mass and collisions,but it loaded a model instead of a map, so when i loaded a map instead, the map would be there, then you would just fall through it. even if you set it to spawn on top of it, it would still not collide with you in any way.
  19. This works to load it, but the scene doesn't collide with the player. I set the entity type and set the collisions, but it still doesn't collide with the player.
  20. Works like a charm thanks. Oh and before I forget, how would you. Load a map, (.sbx) instead of a model?
  21. Hello. I am looking at the character controller function with the leadwerks engine, and I got it all set up, but the camera height was too low. Which brings me to another point. How come in the tutorial for character controllers, it uses a map, scene.gmf, which does not come in the zip! Can someone help me with this? I am a bit of a noob to C++. Thanks in advance.
  22. Thanks i got it working finally It was having trouble accesing the leadwerks sdk CPP folder, but i copied the mathlib header and engine header now it is fine. Thanks again.
  23. Hello. I am fairly new to the leadwerks engine. And upon my setup of a C++ project, on the first build it came up with the error, "MyProject.cpp(2): fatal error C1083: Cannot open include file: 'engine.h': No such file or directory" I did notice a few things different when i was setting up the project properties, extra parameters, etc, but i dismissed them because i am running 2010 version. I am sure i did everything right. Can someone help me solve this bug?
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