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Posts posted by Laurens
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Took a look at your website OP. Some nice stuff you have there
On-topic: there is a vehicle script that comes with the evaluation kit I believe (including controls and proper physics). If it doesn't, well, the full version definatly has. Anyway, you can simply modify that one to suit your needs. No need to reinvent the wheel
Cheers!
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With all the confusion surrounding Codewerks I got confused myself. Am I correct in stating that this BMax-like language will only be used by you (Josh) and later converted to C++, build and shipped so that I (a customer) will work with a object-oriented (regardless of any wrapper methods like in your post above this one) C++ library, oblivious to the fact it was written in another language to begin with?
Thanks!
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I mean using Leadwerks Engine involves a lot of cheating because of engine features.
By that same piece of logic all developers must be cheating because they use someone else' code in some form. In fact, unless you are building a new computer and all parts in it from the ground up, design and implement the machine code and everything that goes on top, you won't be cheating. Everyone else is
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Would it really be a big deal to replace the calls to Framewerk to Framework?
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I just like to give you lot something to aim for every now and again. I mean using Leadwerks Engine involves a lot of cheating because of engine features. This is real coding.
Obvious troll is obvious and as such I rate this post 2/10.
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The vegetation is nice although I feel the scene is lit to dark for a what appears to be a daytime skybox.
IANAA (I am not an artist )
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I'm just shooting in the dark here but first, I am not sure that PauseApp will also stop objects from loading, and second, I think you need to call PauseApp only once. I think it only pauses updating, but most certainly not the entire code execution.
Cheers!
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I see now. Well in that case it should indeed remain as it is. Or perhaps as ZioRed suggested, a new parameter hideEntity that defaults to false.
Thanks!
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Maybe I'm misunderstanding how EntityVisible works. If either center is blocked by the mesh itself, won't the test simply always fail (not visible)?
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And not that it matters a great deal, but you should inject input before rendering the GUI or you will always be 1 frame behind
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Good to hear, what was the issue?
Cheers!
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Hi!
I am currently still on holiday but when I get back next monday I will send you a sample VS2010 project to see if it is related to your project settings or something else entirely. Right now I don't see any reason why it shouldn't work.
Cheers!
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I wondered why I could only move backward and right using S and D, lol
Arrow keys work as well
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I use Dia for my diagrams as well, love it
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Hi,
A truly very beautiful demo filax. I ran it at a resolution of 1680x1050 with all effects (except for wireframe) on and got a smooth 55 FPS. I have an ATI 4870X2 (specs in signature) and had no problems running the demo whatsoever!
Cheers!
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Funny how this turned into a LUA vs C# debate after only two replies
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Does the same thing happen with the example code posted at the bottom of that tutorial?
The only thing I can come up with right now is that you have not set your working directory correctly. It should be the same directory as the command. It my case the command is $(TargetPath) and the working directory is thus set to $(TargetDir).
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There are several ways to go about.
You can either set a key and check the key after getting the list of entities or you can specify an entity type in the calling code. I'm not sure how this works but it is on the wiki for the ForEachEntityInAABBDo command. ForEachEntity seems incomplete.
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I don't think the engine can tell the difference between a method and a callback function and would assume that for instance moving an entity in a UpdateMatrix callback would result in the callback getting called again.
Therefore I would try to avoid it.
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What do you mean by items? Models?
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A thread from not to long ago: http://leadwerks.com/werkspace/index.php?/topic/2318-so-how-about-them-destructible-objects
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Looked into HeroEngine a bit more. Wasn't able to find any prices on licensing the standalone engine. I think by 5K you mean the HeroCloud service which just gives you access to their servers where they have HeroEngine installed for you. If so, I even more doubt that LE will lose any users to it. The terms are horribly unfavorable if you are not already a medium-sized development team with a multitude of assets ready creating an MMO (and nothing else).
License fee: $4,995 per team, including access for up to 25 developers.
Hosting fee: included in the first year, subsequent years cost $995 each until your product launches commercially. Once your game is commercially available you pay for any hosting, bandwidth, and billing costs.
Software updates: included in the first year and available for $995 annually thereafter.
Royalty: We keep 15% of revenue.
Training: Training classes are available for $995 per person for a one-week course.
Technical Support: Technical support is $95 for one hour of support.
Codewerks
in Programming
Posted
Thanks. I'm happy