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Posts posted by ChrisMAN
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I usually have stacks of bat/ps1 files that set these for me in a shell. I learned this trick while working at a retarded fortune 500 that locked down admin access on my box.
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I think it's most important that the API be unambiguous and predictable. Second-guessing the programmer usually causes more problems than it fixes.
Where I come from we call it 'Principle of Least Surprise'
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Did you change the material/mat file to use alphablending?
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Leadwerks gives you easy access to more advanced capability and is simple in design. The design seems to be a thin abstraction arround glsl and opengl. Learning opengl and glsl seem like better choices.
I think much of the pain we feel is result of how pissy a forums is for source of knowledge. The search is also rubbish. I am mildly offended at the utter despare of knowledge transfer. The wiki was a good place for me to ramp up but it is not updated. If Leadwerks 3 is good and works well for me I will seriously consider making a new wiki like site that is immune to spammers/hacking and not reliant on a database that can operate on free commodity infrastructure.
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I wish C++ had proper reflection
Yup
For leadwerks 3 I think we should come up with a module/plugin pattern. The asset store is no where near plugin and play as result.
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I would expect someone in the community will figure a cross platform makefile for android and other platforms. I will be investigating this for certain.
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Does this mean I will be able to produce a binary MAC OS X version of my game while developing my game on Windows platforms ?
I would like to say impossible :
Caus for IOS developping, you can make the game mobile under windows in your 3D game editor , but you need an Apple machine to create the runtime.
Or perhaps i've missed something ?
There are some proceedures for cross compiling to mac. It probably involves getting llvm to work on windows.
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self is the implicit first argument of a function when that function is declared using the :
function App:Continue() == function App.Continue(self)
It is syntax sugar + convention
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Tables:
mytable = {}
mytable.health=100
mytable.mode=3
It's dynamically typed so it's very flexible and quick to work with. The debugger in Leadwerks 3 makes Lua a real viable option now.
I prefer prototypical inheritance and duck typing over classical inheritance generally which lua is quite strong with. Both lua and javascript are direct decedents of Self descends from Smalltalk. When I first started on leadwerks I hated the aesthetic of lua. I even use multiple return values now *facepalm. Yea how the might hath fallen. It still grossly lacks a standard library.
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Does the material set the blend mode to transparency?
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Is there a reason why no one else hasn't put up something to replace the wiki that the community can edit?
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Blenders next release has huge emphasis on sculpting. This includes dynamically updating resolution/topology.
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Rumors have been circling them for a while, i couldn't get a feel for whether they would pack up and quit or try to still do something after they declared bankruptcy some months ago.
It looks like they opted to pay the shareholders what they could.
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At that scale a thread based concurrency would choke. Getting an evented io lib is really important https://github.com/joyent/libuv
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60 seconds is way too long. AI prediction cannot even come close to predicting that length ahead of time.
The black walls in diablo ii took about a minute
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A minute is a long time but the concept still holds.
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I still think that network messages should be transferred in a low priority thread, like only once every 60 seconds. The rest can be done with AI prediction.
Certainly the majority of actions can be treated this way.
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I have thought about getting this. I don't like how z-brush killed sculpturis... so zbrush is on my angry list right now.
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Not having done it... I would write an adapter around the transport and do most of the operations in plain ol classes that can run in memory for development/testing/single player.
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I tested with winsock that TCP is generally faster than UDP over long distances. I think RakNet supports also TCP, or you can just use winsock, it's cross-platform has all the things built-in for reliable and fast networking. RakNet is essentially just trying to make UDP more reliable, but it's still slower than raw TCP.
I always thought tcp was slower because it has to handshake?
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1) For hacking the height... total bs answer. Check the terrain shader, you might be able to throw a multiplier in there. I don't know how that will affect physics or things like GetTerrainHeight.
2) Check the shader. There has to be a way to give it what it wants.
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Convention over configuration.
If you store the animations in a hash its no longer an if then. Store a key on the item but it is best to store the animation on the player in the event that there needs to be some hacking.
Just opinions.
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I have only used valgrind but this tool looks like it works form mscv http://code.google.com/p/drmemory/. I am looking forward to le3 on a mac/linux so i can get the full unix chainsaw.
Set an Environment variable in Visual Studio 2010
in Programming
Posted
msvc 2012 supports arm but i am going to keep pretending it doesnt.