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ZioRed

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Posts posted by ZioRed

  1. I am mainly working for others all the day, so I have very few spare time to dedicate to my own projects. However I have 3 projects that I'm working on (but voted 1 in the poll because you specified "Leadwerks projects" in the option):

     

    - Risk-style multiplayer GameCenter for iOS (not LE)

    - Room based MMORPG for Windows/Mac/Linux (not LE)

    - Sort of dungeon hunting fantasy action for Windows/Mac (LE)

     

    The first in the list is almost done, just need to add something and could be ready with very few weeks, but I'm feeling a bit lazy these days (maybe too much others' job that I'm not capable to concentrate on these).

  2. @Josh: the fact that you're not comfortable with component based programming does not mean that it's a mess or less modular (lol I wonder how such a system that is created for modularity is lesser modular, it sounds like the old LE2 API style against the OOP, but now you see that OOP is much more effective so I'm pretty sure you'll see that components is better than singular). It mostly depends on how you (the engine) design it and how the devs use it smile.png

     

    About single/multiple script management, I was a little disappointed at first like most of you, but since a while I decided to completely drop the LUA things and work only in C++, so I've built my own component based system in C++ and it works well and exactly as I love, so I'm fine now smile.png

     

    Live example, a component to handle animations, another to handle input for my player gameObject:

    Player::Player(string name, Entity* playerModel) : GameObject(name, playerModel)
    {
      input = AddComponent<PlayerInput>();
      animation = AddComponent<CharacterAnimation>();
      SetupAnimations();
    }
    
    void Player::SetupAnimations()
    {
      animation->AddAnimation("idle", 1, 0.05, 200, true);
    }
    
    void PlayerInput::LateUpdate()
    {
      player->GetComponent<CharacterAnimation>()->PlayAnimation("idle");
    }
    

    • Upvote 1
  3. What OpenGL renderer versions will Leadwerks 3.1 support besides 4? And will you be able to turn them on/off or will the engine detect and adjust accordingly?

    It was cleared many times, LE3 (and so future versions too) already comes with a fallback for the systems that don't support the latest renderer, it's managed in the shaders as any other engine does (take a look at the current shaders, they have OGL2 as default renderer and OGLES2 as fallback) ;)

  4. It depends on specific need, I mean the Prefabs advantage comes if you need to have something more inclusive than just a model, for example I created a prefab for my Player model which has the following hierarchy:

     

    Player [Pivot, with CharacterController physics]

    - Avatar model [for example the barbarian]

    - Camera already positioned behind the avatar model

     

    This way I load this prefab and don't need to create a camera and parent it to the player's model or write a class to change its position every frame (since I need a third person camera).

     

    Another example could be a prefab for the enemies, it could contain for example the model itself and an AI attack trigger (well, I didn't look for now about triggers in LE, here I'm just talking by examples that I use on other engines but I suppose it will work here too in similar ways).

     

    Another example of use of a prefab could be when you need to have a model with particular material/physics settings different from the original model, this way you create a prefab instead of doing everything through code.

     

    Mainly prefabs allows you to setup an entity that else you should do by code at no cost, but they aren't substitutes but complementaries.

  5. You wasn't here at LE3 starting blocks with prices like 1000$ ?

    It is exactly what I meant here: smile.png

    (except may be one only time about a very high price offered)

    However I'll follow your suggestion and will just ignore this kind of topic. Again, sorry for having been so rude smile.png

  6. Mike, I see you're around here since 3 months only, I'm here since 2010 so I read TONS of posts like yours over these years neither of which had any or most influence on the company decisions (except may be one only time about a very high price offered) and that's why I say that now it's disgusting me. It didn't mean I disgust you or your point of view or your posts, but the topic itself because I know it will not have any influence at all having tried in the past. I'm sorry if you felt offended by my post, it was definitely not my intention, I love communities and helping people (collaborated to the community C# headers for LE2, created the LE Builder software myself and gave its source to Josh and I think it was used as base for the "Project Manager" you have now, and others) and I think everyone around here knows me enough to understand that I'm almost never so rude. So if you really felt offended or insulted, please excuse me.

  7. Do you really expect Josh can have an exact roadmap from here to next year? You know what's under the hat for the next paid version ("probably" OGL4, Linux and Steam if all his campaigns will be completed successfully, and they will likely be if you consider their current status so it's more a half-sureness than a doubt) and he already stated that the mayor releases will be paid (you cannot expect to know the price earlier!), whatever else do you need?

     

    Please stop complaining about that, you know how the things work and will work for the near future, any more discussion about this topic is definitely disgusting and make me sick! oufffff you better have to concentrate to work on your game and leave these inconclusive and unuseful points. Leadwerks Corporation is definitely not PS4 or Xbox teams who make awful decisions at first and reverse back when players (thousands, millions players, not tens!) cry, I think he likely knows what people expect and definitely knows his own stuff and what is needed to survive, so please just stop whining about paid or free or "what I'll get in 2076's", if you don't like just quit and stop boring me with this discussion.

     

    All of this is definitely out of topic ("linux version", not "roadmap, paid or free"), I suggest to Josh to finally lock this topic as everything needed to say has already been told on "linux version" topic.

    • Upvote 1
  8. "@Furbolg: This kind of inconsistency is simply awful" :

    If you are meaning the GetScript() part... its just an suggestion. I would also recommend a indexer (Script["goblinai"]).

    Yes I liked exactly your suggestion of Script["Scriptname"] (I didn't said it was my own idea eheh), "awful" was for both Script:GetScript and "inconsistency" was for using only Script to access the first.

     

    "and the weird LUA syntax and limitations at my programmer's eye against other well known great languages for scripting" :

    That's your opinion but tell me please which other great scripting language do you mean ? Dont tell me phyton.

    I don't like any scripting language at all, I love only high-level strong-typed programming languages where I can do everything (even interact with the operating systems libraries and functions; I know python could do this work, but its syntax is as awful as LUA as bash), so of course I was talking about C#, but I know that Microsoft and NET is definitely seen as the last and most evil around this community so I neither feel to discuss here (but I use it elsewhere and everywhere, with no bottlenecks, no FPS drop, no any of the "cons" that many around here complain, when you know your stuff) wink.png

     

    And of course as ever it's only my own opinions, I don't expect others agree in any way.

  9. @Furbolg: This kind of inconsistency is simply awful. As you, I also think that an entity should definitely not contain only one script but as many as we need, no matter if you can "require" other scripts, it's just weird that you have to use a glue to tie all the scripts (lol it reminds me LOTR: one ring to rule them all!). But in my opinion the way to go to access other scripts should be your second (entity.Script["MyScriptName"]), it's just more readable than Script:GetScript.

     

    And also I think that we should have the possibility to connect a script member (Entity type) to a prefab/model from the assets folder instead of only actually existing objects in the scene (and this way you should be able to declare a member type as Material, Texture, Source and any other type of "entities" but selectable from the assets folder too). This kind of stuff (and the weird LUA syntax and limitations at my programmer's eye against other well known great languages for scripting) is the main reason I don't use scripts at all, besides the fact that I Love to do much more experience in C++.

  10. Backport, is not mandatory for 3D engines

    ehm.... this is YOUR personal feeling, the reality is not ever exactly this (don't know how much experience you have when it comes to business), mostly depends on the features and above all the timing (I mean, you cannot expect that your source code for a version 4 years old will run with today's, but neither that 2 or 3 versions or 1 year later you have to rewrite most of your code..for example).

     

    PS: I'm sorry talking ever about business, but I chose to make this as job, so I need to make points on the commercial point of views (and rewriting systems means more time and so more money you'll invest).

  11. what speculations ?

    i just mentioned that i am not fine with paying intraversion, and in my opinion they should be free, especially considering that is a very young product with bugs and missing functionality.

    If they will cost i will simply move to something else ( i have all 3 packages so i supose every update will cost substantial).

    Paying for version 4.0 is totally fine and author can charge whatever he feel like.

     

    Oh so is that the problem? Please Josh, stop talking about "3.1" and call the next "4.0" and keep minor versions for bug fixes (which is fairly and usual in versioning) so everyone is happy to pay! panz3r my friend, the bugs MUST be fixed and of course at no cost, it's not only market but the law (at least here in Italy), about what is missing I see only terrain is a must and all what you don't see in the list of features is definitely not "a missing feature" but it's simply not here so you cannot complain about something you know was not present in that list when you bought (no opengl4, no linux support, no GUI). Isn't it so?

  12. All i want is a fair model. This payed intra-version upgrade is hot subject and i think will not help leadwerks on long road ( i believe there are some users who already switched because of this). Selling profesional support would be a better way to make money or maybe some feature funding like - opengl 4, we need to get 5000 to happend.

     

    "Fair" is something very subjective, you probably wanted to say "fine for a hobbyist" and I personally think that LE should overcome hobbyist way nowadays and move towards indies (I mean not a hobbyist, but own job) if they want to survive in the mid/long run (and provide much more features than it has now to compete, last but not least GUI [possibly both visual in editor and through code] and graphics improvements). I think that as far as the upgrade price remains the same as it is now (200$ for one or one and half year) is already a fair price for indies, you cannot expect that with the current community base (may be 99% hobbyists) a company makes enough money to support, pay taxes, marketing, rentals, salaries and engine improvements with only "pay-per-support" model (how many hobbyists would pay for support? I'm also against crowd-funding at all to fund an upgrade, because I want upgrades and am more happy to pay for it being a sureness than rely on a doubtful campaign which may or may not happen to finish successfully).

     

    Besides this, I got really bored to speak and listen to the current price, if the price will increase without apparent/personal reason or the new mayor version will not be worth the price for my own projects/usage then I'll just not buy it without complaining. So I'll just sit down and wait for the new release (in the mean time I think can do something with the current LE3 version, waiting for my OculusVR to be shipped [may be in 2036] tongue.png).

  13. I tried to use Copy on my testing project and you're right, no animations are played on it. Though I don't know if it's working as expected or not, but on the reference page it says "Copied entities are unique and will not be rendered in batches. Consequently, it is preferable to use Entity::Instance() when possible" so I tried to replace Copy with Instance and the animations worked again. What is strange now is that Instance method is displayed with strike format in the Entity reference page, which usually in the world should mean that a command is deprecated/obsolete and should be avoided.

  14. A function that is expected to raise an exception when it's called is definitely superb! I hope the doc is wrong and it's NOT expected to raise exceptions, once that you'll discover how to use, else I wonder what should be its utility. rolleyes.gif

  15. Because I noticed that when you create a file in the Windows project, it saves it in the folder "/Projects/Windows" while all the other default files are in "/Source" (and at least on my VC++2010 it seems I cannot set the directory where to write the new class). So if you are not going to build a cross-platform Windows+Mac I suggest to move the default files (main.cpp, App.h, App.cpp) in "/Projects/Windows" and you will not have any issue with the weird behavior of the Windows project. I use Xcode on Mac so I'm not having this issue because I can set the physic path of a filter, if someone knows a workaround for this on the Windows side too please let me know.

     

    PS: To create both .h and .cpp at once, you can right click on the project name in the solution explorer of VS and choose Add->Class->C++ Class, then set the name of the class.

     

    PS2: You must not #include .cpp but only the .h to access your class.

  16. Zio: ok but can prefabs be animated?

    Of course, it is like common models but you can integrate more models and camera and whatever else you need into them. I can send you my project source if you like, to see how I'm managing it, I created a component based system very similar to another engine (and to Aggror's system may be) which should help to spread features over different small chunks (I have only two components by now "player input" and "character animation" and should be easy to follow).

  17. I think it would be a lot better if you setup your model in the editor, then save it as prefab and finally load it through code (Prefab::Load). It is like I'm doing now and it seems fine, besides the fact that using a prefab is much easier since it can save lot of code.

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