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ZioRed

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Posts posted by ZioRed

  1. Is there any documentation somewhere about how to use C++ and Lua together?

     

    What I'd like to know is (from a C++ point of view, basically I use empty Lua scripts just as placeholder and then initialize my component system on scene load):

    • how to know what is the script class that is attached to an entity in the scene (and if it's possible to set it at runtime)
    • how to access to the members and methods attached to the script
    • how to call C++ methods from a Lua script

    Thanks

  2. I have issues with saving hierarchy objects as prefab, I select a hierarchy in the scene, right-click and Save as Prefab, choose a name and add extension ".pfb" (I noticed the editor doesn't actually automatically add extensions to Save As dialogs), then go to the tab Assets and navigate to the folder where I chose to save the prefab and the editor crashes. This happens every times, so I'm currently not able to use prefabs.

     

    Attached is the crash report log and the prefab file (rename Player.txt to Player.pfb), I'm on OS X 10.9

     

    This is the hierarchy saved in the prefab:

    - Pivot (with a character controller and a script attached)

    -- Skinned Mesh

    prefabs_crash_report.txt

    Player.txt

  3. No beo6, I still need to create the materials from textures from the menu Generate Material and name them as defined in the original FBX. Honestly I think that the editor should save this step to us when it imports a new model by automatically create the materials from FBX and auto-setup them, also by auto-assign the textures when they're embedded in FBX.

    • Upvote 1
  4. For some reason I'm not succeeding to correctly apply the materials to the third-party models that I import, I have the model, its materials and its textures in the same folder though when I place it into the scene it's black (the thumbnail in Assets is black as well).

     

    Is there a particular step that I'm missing or a setting on the FBX?

     

    Here is a screenshot, as you can see the materials are correctly showing the associated textures:

    ivku.png

     

     

    But it should look like this:

    bry4.png

  5. I agree with Rick, LUA may be nice (except myself) but it's really limiting if we could only use the engine functions and cannot rely on third party libraries to make everything possible (from creating a new window in the editor to customize the property panels when an object is selected in the scene etc). A full support to more advanced stuff would be more interesting, I honestly would better invest time in C++ support for editor plugins (our assets packages could contain editor plugins too to easily manage its gameplay scripts in the scene).

    • Upvote 1
  6. Is there any other useful functions in FileSystem that we should know? For example I remember that we could use your FS to load content from web (e.g. response from a webservice), is that still available in LE3 under the hood? It would be really great to have since I could ensure platform-independent feature to my Combu for LE/C++ (it's currently using libcurl to access webservices, I don't know if it works on iOS [i suppose yes here, since I have the dylib on Xcode] and Android) smile.png

  7. You should really get rid of those unwanted elements directly from the model source instead of only apply the invisible material, first because they waste geometry and second because it could lead to unwanted collisions detected with the invisible limbs (I suppose that the material only does not render but the physics would detect them anyway).

  8. I know this isn't your standard use case, but with larger landscapes becoming more common these days I think it is a feature that other Leadwerks games might be using as well.

    More than multiple terrains (that I personally don't find a usual way), it's probably more common to have a function to load a scene additive besides the current Map::Load (that is without clearing the current one, but "adding" the new scene "into" so in the editor in the 2nd scene you set the position of the terrain where the previous scene terrain ends).

  9. Of course, as most of times, I totally agree with you Rick, we're on the same wave around that. I tried to explain the same concept, though I probably was felt like an attacker to a programming style (when I'm definitely not).

  10. Yeah I don't like to use methods where a member is more suited, that's why I love C# and its Properties much more than C++, though in C++ we have usually getter/setter methods so I'd just prefer to stick to them. But it's not a problem (if you know what you should or shouldn't do, that's why a strong documentation is definitely needed in these cases, especially for mentioning what members you shouldn't touch since they're public [and I'm used to read through the headers when the documentation lacks something]) or big criticism, it's just personal taste.

  11. I personally agree with you Rastar that the behavior of its CEO was definitely a pain (or better a great kick on your teeth) for so many backers/pre-orderers (I'm glad to not having backed/pre-ordered it because I needed the money to pre-order Oculus [that I'm still waiting]), and I personally think will never back any project from Ouya's CEO after reading his words when he tried to find an excuse for having released to market before all the backers/preorders were sent (didn't promise to send before it would have hit the market??? you're really???? so what should have been the point of backing and preordering, in his awesome mind?).

     

    BUT I think it's a nice idea so I hope it will regain the lost hopes and finally fly (though I wouldn't bet), we will see.

  12. And there's no way I am declaring an extra function and making a call to it just to read a simple variable. That throws away one of the main benefits of OOP...the fact that objects can have members.

    This is a personal thought about OOP, that of course I completely disagree for the reasons I explained in another thread, but this is your product and your programming style so if you find it good then I'm fine too (may be a little estranged, but fine).

     

    PS: the members don't exist so you can write less code, if we're talking for example about a variable that is used in a loop to update a position then you're right but if I can mess your class methods by just changing a member that you set public in your World class and by doing so your class fails or crash then you should agree that it's definitely not good (it's just an example, I don't know for example if changing or deleting "entities" or "octrees" in the World class would cause crashes or something and the fact that "I should read the documentation" is definitely not a good reason if you allow me to do [also because the documentation is a little..ehm..well let's say not exactly complete]).

  13. I completely agree with Naughty Alien, even if I never used procedural programming in my life for anything (except Qbasic), neither in PHP4 (or may be I came to PHP4 when they added classes), neither in LE2 (since I used our C# bindings there). Also I don't know where ypu found "57%" statistics, it sounds quite strange (or are you considering C-guys or nostalgic ones), I personally never found one only dev who liked procedural over OOP (but it could only be "lucky").

  14. About any FBX/OBJ (and may be other formats, don't know exactly what) model, it's just matter of drag&drop them in a folder inside your project. If you're talking about old LE2 GMF format then you'll need to convert them to FBX/OBJ (or other supported formats), if I remember well the Leadwerks plugin for Unwrap3D (you probably need the full Pro version of U3D) allows you to import a GMF there and then you can export it as FBX (and others).

  15. It's based on the assumption the programmer isn't going to go changing random members for fun,

    ehm.... I'm sorry for what I'm saying now, but your sentence is just bad programming and I bet you know (especially talking about C++ programming) rolleyes.gif

    You should never trust the developer who will use the library, it's definitely evil and a robust library will never allow the developer to mess its functions. You should make better use of getter (and setter where appliable) methods if you need access from elsewhere (or protected members to be used in the inherited classes)... ph34r.png

     

    PS: notice, I'm not saying you're a bad programmer, I'm saying this particular sentence is very bad programming. However I agree with Tanelxen about this topic.

    • Upvote 1
  16. Voted! What I can suggest to you (if you don't find partners here) is to search on the web, any game developers forums/communities, since many game devs are busy with their own games or just too busy at work (for example myself, I would like to make something with others [like LCP2] but am really too busy on third-party paid projects so I prefer to not spend my spare time to another serious/semi-serious project).

     

    Such a game might sell well in us if it depicted us forces as heroes but less good in uk and not at all in Germany or japan.rolleyes.gif

    Oh well, I suppose it's not exactly so straight... I come from Italy (which was hit very much by real WW2 like Germany [but lower], being unfortunately an allied of Nazism), though WW2 titles are very much popular here and I can say with some sureness (talked to many friends who are from a part or another of the "factions") that italian players don't care about it, if a game is good and fun then we will play any way even if it has scenes against our faction. For sure if you make a game where you can choose your faction (for example Nazi/Fascist OR Allied) then it will be more popular because the scums (I mean Nazi&Fascist here, of course) will have more reasons to have fun (except myself, because of my political ideas I won't never play that faction even if it's "only" a game [my grandfathers were partisans from the italian resistance to those sh*t]).

  17. YG you confused their notice, they talk about Havok PHYSICS and ANIMATION systems only (as free of charge for equals or lesser than 10$ as retail price for your game), not AI that is included only in the standard/budget-based license type.

  18. Too bad you MUST own a Mac to develop for IOS (and Mac). All engines that support IOS deployment export to XCode, but you still need a Mac to do the final Xcode compile and submit to the Apple App store.

    That's why Mac's sales started to increase along the few years... I was in the same situation, I wanted to develop for iOS and MacOS so I needed to buy an iMac (and in the long run I'm now more than happy for this outcome). The main reason why I am really happy is because with iMac I don't need to have ALSO a PC to run the three systems, since with Bootcamp you can easily restart in Windows and Linux (I personally rarely reboot, I use Parallels Desktop to run the same bootcamp partition in a VM, not the best choice for performance but I just stopped to buy Windows-only games instead I'm buying only games that have native client for Mac too, and I'm pretty sure more and more games will come to multi-platforms support because Macs are now good enough to play with fun, for example I play Diablo3, GuildWars2 and D&D-Online at maximum graphics without any lag or issues, it never crashed since 2 years and OSX is definitely a good system [waiting for Maverick incoming, it looks very cool]).

     

    However if you google "hackintosh" you'll see there are some chances you could build your own Mac with a PC (not really recommended, but it's an option if you have time, patience and low budget if you only need to compile Xcode; but I'd rather save some money and buy a real Mac if you're going to use iOS very much [Apple Store allows payments by installments and you'll receive a small higher discount if you call their phone service instead of using their website to make a purchase]).

  19. I've sold over twice as much on iOS than Android with my game.

    It's not a surprise to me, iOS users are just much more used to pay (it's not me saying that, it's just statistics) :)

    BUT I'd suggest to not drop Android, for your marketing it's a good source to spread your title. What is usually done by other companies is to release the "awesome" version for iOS at first, after some weeks/a-month a "stable" version for Android (usually at lesser price or free of charge) but maintaining up to date more iOS than Android (I mean delaying updates on Android), the reason why they do this is because unfortunately most people on Android seems to be more reluctant to spend money (that instead is the reason why you code games), again I noticed this behavior also by my own with all my customers, they use Android only to make marketing but rely on iOS to make money.

  20. The details look very good, it's really a pity that DX isn't cross-platform (yes I like OpenGL, but I still find DX much superior, even more than OGL4)! Q_Q

  21. Zio im more thinking the "multi-installer" in terms of you have a Windows/Mac lincense but this software could port it to work on Linux as part of it's process when you dont have a license - ie competiting with josh

    You cannot "port" LE Windows to Linux, I don't know if LE currently works on WINE but in that case you'd be ALREADY able, though the LE Linux campaign is to create the native editor and (I suppose) library to build a native game client and not a WINE-compatible. This is a generic software so you don't even need a LE license at all. Isn't this section "Off-topic"? So since this is not showcasing a competitor engine but a sider software related also to game development (but also for any kind of software).... :-)

     

    @ZioRed: thank you for the suggestion. What would be an affordable Indie price for you?

    I don't know what the others think, but I personally would buy a product like that at something between 60 and 100 EUR per single developer (I don't know how you're thinking about multiplatform there, I mean if you'd have a price for singular platform or all-in-one), of course you know the lesser price the better chance you'll have to intercept hobbyists besides indies. But you'll need to listen to others' opinions too, I could also be thinking differently so just spread the voice over the internet and choose by average ;-)

     

    About customization, I think it would be nice to customize every aspect of the interface, may be with some XML similar to XAML, so the developer could have the chance to define windowed-size/fullscreen, strings/background-images/positions for the default buttons, progress bar style (or its background/foreground images), and maybe even add custom buttons and text.

     

    About the auto-updater feature it should be as generic as possible, allowing to build a list of files to update (binary diff) or add from the list of files from the server. The list on the server could be for example in a XML file on the server with all the necessary data, included maybe a computed hash for the binary diff to avoid realtime computing on the server for every client (in this case you should provide a library to compute the hash for a file or a small software tool to build the complete XML from a list of files, which the developer will upload [even manually, no matters] to the web server together with the files themselves). Take care that of course the files to be added/updated could reside in different subfolders of the installed path, like it's usually for others than the main exe.

     

    I was building such auto-updater myself for my customer's project (but with a PHP webapp too, for example to create zip package at runtime with all the files needed to be updated/added for each client request to decrease the download time/size), but I had to idle it for now (too much work on other stuff at this moment), that's why I was searching the web about something similar and above all multiplatform (our game will be for Windows, Mac and Linux).

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