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Posts posted by Laurens
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Hi everyone,
I have been rewriting my project to apply Model-View-Controller. I like the idea of seperating game logic from rendering and input but I have hit a snag.
In the engine, a TEntity is both a mesh and a physics body. The TEntity is contained within the view because it serves the rendering purpose. Now let's say a collision occurs in the game world that bounces the TEntity to a different location. There is no way to tell this to the model because the view is not allowed to change the state of the model and I do wish to keep this seperated.
Now I though of a different solution and that is to contain the actual physics mesh (through LoadBody) in the Model, and the mesh (through LoadMesh) in the view, making the body the parent of the TEntity. My question is now, is it possible to set collisions callbacks and such on a Body? Is a Body also a TEntity?
And will I run into any other snags I have overlooked right now using this method?
Many thanks!
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That did it!
Thanks a million for fixing it this fast
Guess I can stick with ATI cards after all
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This piece of code won't run, getting an error message from Windows saying the display driver has stopped responding, yet Editor works just fine.
EDIT: the display driver crashes on both the RenderFramework call and the Flip call. UpdateFramework is fine.
#include <stdlib.h> #include "engine.h" int main() { Initialize(); Graphics(1280, 800); CreateFramework(); while (!AppTerminate() && !KeyHit()) { UpdateFramework(); RenderFramework(); Flip(); } Terminate(); return EXIT_SUCCESS; }
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I have just tested the latest ATI drivers in a clean Windows 7 x64 installation and up-to-date version of Leadwerks. Same problem. Think I can safely rule out it was a problem relating to my configuration then.
Edit: Editor runs just fine. I'm confused as to what it could be now
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Nice Shard. Perhaps this can be added to the Project Wizard.
Thanks for sharing!
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Hi Carl,
The specs of my PC are in the "Technical Specs" section of my profile as per that new feature put in WerkSpace
Thanks for reporting though! Seems like you are much more knowledgeable in this field
Cheers!
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Well, turns out rolling back the ATI drivers fixed it. ATI has been dropping the ball on their drivers lately. Next card will probably be an NVIDIA one
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Just rolled back to LE 2.32 and the same thing happend even though this release worked for me before. I'll see what happens if I roll back the ATI drivers to an earlier version and let you know.
Cheers!
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Hi,
I have just updated the SDK and am no longer able to run my project. At the first call to RenderFramework(), Windows locks up, the screen goes black for about a second and when it's back, the LE window is unresponsive and I have to terminate the project from within Visual Studio. I have attached a screenshot of the log since it won't properly write to file.
I am using the latest ATI drivers, released 8/25/2010, version 8.762.0.0.
Other specs are in my profile.
Any clue as to why this is happening appreciated!
Thanks!
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Sure am
Thanks!
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I think your Steam name only works if you have claimed an ID on your profile page. You can do so by editing your profile. It was not working before I did so at least.
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There was no <filetype>2gmf.exe in the "Tools" directory as cocopino suggested? Should all be there.
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Indefinatly. Although minor upgrades are free, you will have to pay for the large ones.
For instance, upgrading from 2.32 to 2.4 was free, but from 2.4 to 3.0 will not be. Buying 2.4 now and then upgrading to 3.0 will be cheaper then waiting for 3.0 and buying the engine then though.
Cheers!
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It's stuff like this that makes for real social game development. I like it
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Short answer: no.
Long answer: I'm sure there's a way to hack it in but it will be really awkward. After all, they're called character controllers for a reason.
From the wiki:
Controllers are specialized bodies used to control the movement of liviing entities in the world. They allow you to move, strafe, sprint, jump, and lunge.
Why do you need to use a controller anyway? Can't you just use the body commands to achieve the behaviour you need?
Cheers!
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@Rick: When the Loadscene command is being called it starts to load all the scene assets but in the meanwhile the program itself continues.
Have you verified? I am writing my game in C++ and have not done any explicit testing for this but as far as I can tell, LoadScene blocks the entire update/render loop and continues when it is done loading. I was planning on implementing a loading screen as Lazlo suggested earlier in this thread.
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I agree that C# is far superiour to Java. Sadly my college won't do enterprise architecture classes in C# or any Microsoft-related technology.
Oh how I loath you GlassFish
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I am not planning on using Java for any sort of game development but if it will get you through college then go for it
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I was just pulling that number out of my hat really
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1) What is
userdata:
binary section.
I suppose this is the data that users assign to an entity using SetEntityUserData(). Not sure though. Macklebee beat me to it
2) Where is an information about connected lua scripts? In gmf file?
I believe this is not saved anywhere. Scripts are automatically attached to entities that have the same filename. Not sure though
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Depends on your game as well. My game is based in space. I won't spend $1000 on features I can't realistically use
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Being stuck with the original drivers just because it's a laptop would be lunacy!
You can download drivers for the Mobility Radeon from http://ati.amd.com (go "Notebook Graphics", "Mobility Radeon Series"). I think that will fix most of your problems. I would not expect great performance on that card though.
Cheers!
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Sounds like out-of-date ATI drivers, but won't know for sure unless you post your specs.
Cheers!
Witch - Hunter
in Showcase
Posted
I would really like to see this succeed. The concept art you have is great