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Posts posted by ChrisMAN
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I found a command SetViewport on Josh's scripted gui
http://www.leadwerks.com/werkspace/files/file/27-scripted-gui/
what is the SetViewport command?
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2/3 down the camera control pdf
http://www.leadwerks.com/files/Tutorials/CPP/Camera_Controls.pdf
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80/50 (80% of the results in 50% of the time) rule sucks. The last mile is tedious and laborious. I don't think many can have the satisfaction of knowing they got something to nice polished state. I am looking forward to seeing something that is developer friendly but has a buttery smooth asset pipeline. They tend to fight each other because of the price of abstraction. I don't think anything has gotten close to it yet. I would take great pride, and hopefully money, in accomplishing the feat.
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Last week I wrote an emitter for doing easy events on objects. This week I wrote a library for handling deferred values. This is really nice for doing asynchronous programming. These 2 components are all that I really need to do async/evented programming.
https://github.com/friesencr/lua_promise
Promises are one of those things that are so elemental / simple they can be hard to grasp.
Here is a small example of what I might use it for.
function UsePotion() SelectPotion() :done(function(potion) NomNom(potion) end) end function SelectPotion() local p = Promise:new() gui = LoadPotionGui() gui:on('select_potion', function() p:resolve(gui.selected_potion) end) return p end
Peace,
Chris
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:trollface:
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is there a way to do a collision/hit test on an image that respects transparency?
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Is the current working directory correct? I got that error because I was pushing all of my binaries to a separate folder. I made a bat file to launch the game ./bin/game.exe
Lua uses a special variable to see where the loading paths are.
http://lua-users.org/wiki/PackagePath
That could give you insight.
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I have abstracting a component of my gui library out for general consumption.
https://github.com/friesencr/lua_emitter
Fork and publish issues. OSS <3
It allows for simple event communication between objects. Check out the readme. If you want a similar experience as SendMessage but with a small decoupled object. Try emitter!!!
I will be creating a promise system for lua which will allow for a really nice asynchronous story over the next week. A deferred value system is vastly superior to a system where the server takes callbacks.
I find that dealing with certain problems using events and callbacks clearly states the problems and therefore simpler solutions. STATE MACHINE Y U NO EVENTS.
Thanks,
Chris
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mass aoe towers ftw
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:shipit:
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My current project compiles against 0x standard with MinGW.
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I use the wiki alot. I have found some bugs with the api when using Lua. I would also be willing to fix problems when I find them. Being a beginner, I have found the wiki more useful than the documentation on the main site and still use it today.
I also find it frustrating to find small reusable recipes for LE. The wiki might organically support this.
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I have seen alot of people use cmake / scons. I have had the easiest time with projects that use premake. Which will generate projects for various architectures / compilers / ide. It also leverages lua.
http://premake.sourc...ge.net/projects
I am still very green with compilers and haven't bothered learning much past basic includes/linking.
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Josh, you should ship with a Makefile <3
You would get at least 5 or so Chris points.
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OO is kind of wierd. It uses prototypical inheritance through metatables. Classical inheritance is more obvious. Mixins an duct typing are kind of the preferred OO model in scripting languages any ways.
I am a professional ruby developer. That is probably what makes me cranky. Ruby is such a joy to code in. I can't seem to get anything meaningful on one line. I miss good built in iterators. I havnt had to do much string manipulation yet but it looks really ugly. I am sitting at about 1500 lines of lua at the moment which would have been 600 lines of clear ruby. At least its not 5000 lines of c++.
The things i have run into it so far.
Arrays start at 1
cant return early w/o a hack
really annoying to check false vs nil
global variables by default
no self asignment operators
no ternary operators
mixins + metatables
break/continue is borked
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I have been tempted by this for a while.
https://github.com/leafo/moonscript
It almost makes lua feel like a real language.
http://snipplr.com/view/3750/awful-hack-to-perform-early-returns-in-lua/
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I have tried using
makedds.exe --help
makedds.exe -h
makedds.exe /?
Are there any options to this thing?
Thanks,
Chris
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Tactics RPG
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If you are using lua and not using underscore you are probably doing it wrong. It is the only sane comprehensive set of utility functions I have found. Gives you alot of nice iterators, some OO facilities, some functional programming. If you have used other languages and miss nice things this gets you closer.
http://mirven.github.com/underscore.lua/
Check it out. Hate lua less.
I did have a problem with the module export. I manually aliased the '_' to Underscore
require 'scripts/underscore'
local _ = Underscore:new()
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Kind of a different idea.
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I cant wait to see what Matz is cooking up with mruby. https://github.com/mruby/mruby
If you have tasted Ruby; Lua is just lame. You get used to lua not having real booleans, decent built in iterators, no built in mixin support, arrays starting a 1?? global variables by default. Lua does give you the benefit of not over thinking a problem. At least you can return multiple values from a single function... I use that all of the time
Being said, I use lua for 85% of the code it seems and c++ for the rest.
+1 for Lua/C++ with the hope of torching lua as soon as mruby is ready
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Wireless keyboard? Check your batteries?
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I know for terrain slopes I create a plane that has many segments that I paint the texture on and then I loop through each vertex location and get the height of the terrain directly below that x,z and move the vertex y like .001 above the terrain height. Performance is a balance between how many segments the plane has which comes down to how hilly your terrain is to give a nice look. Could probably do the same for models if you can get the y value of the x,z position on a model.
How do you find the terrain height directly below each vertex?
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Josh did you find something to your liking? I am willing to whip something up for you. It would be better than the stuff from the link above.
SetViewport?
in Programming
Posted
nevermind
http://www.leadwerks.com/werkspace/topic/4272-setviewport/page__hl__setviewport