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VeTaL

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Everything posted by VeTaL

  1. Okay, thank Maybe i'll live it as it is
  2. VeTaL

    blide

    http://blide.org/forum/viewtopic.php?f=21&t=542 Is this the latest free version? (i'm almost sure it is, but anyway )
  3. Nice idea, i'll keep your offer in mind. I think, i'll finish prototype in a week, then we will see. And which type of Blide licence do you have?
  4. Rick, why? NA wrote some interesting ideas - now i'll try to look at "Blide+Bmax+LE". Its always hard to find out some usefull ideas from hollywar, but this is way where its possible to get information from both sides. // you complaining about things you didnt learn properly You're absolutely right: i'm writing from the point of view of a man, who just started using it.
  5. - no ctors with parameters (and, consequently, ctor overloading) Yep, this language is for prototyping only
  6. Is it possible to scale water textures up? I didnt found it in settings. Or maybe any other recommendations, how to make water better?
  7. //as stated LE3 is written in C++. yep, thats great //just once should do it... thanks... but, then, why not to include lua-gluefunctions.bmx to LE-BMAX? (looking like it was a long story ) Got an answer: http://www.leadwerks.com/werkspace/page/Documentation/LE2/tutorials/_/programming/bmx/blitzmax-framework-and-lua-r35
  8. I read somewhere here that i can acces certain tree in BlitzMAX. Do anybody has an example, how to click mouse and select a tree? Got an idea that i should add some screenshots during the development: i'm planning to finish proof-of-concept in a week, not more.
  9. I just want to select the side of the Force: Looking like C-side is evil, cause it has cookies Anyway, it was a joke about holywar: i'm interested only in arguments. Edited: maybe there is better IDE than BlitzMax, and i know nothing about it Edited2: and how often should i generate new lua-gluefunctions.bmx ? 'To create a new lua-gluefunctions.bmx file, comment and uncomment the following lines. Include "lua-gluefunctions.bmx" '--Comment this line out to create new lua-gluefunctions.bmx Rem Import lugi.generator '--Uncomment this line to create new lua-gluefunctions.bmx GenerateGlueCode("lua-gluefunctions.bmx") '--Uncomment this line to create new lua-gluefunctions.bmx Notify("All Done", 0) '--Uncomment this line to create new lua-gluefunctions.bmx End '--Uncomment this line to create new lua-gluefunctions.bmx Rem endrem
  10. Ah yes, debugger is also a hell. - I cant add at least runtime breakpoints (again, not even talking about conditional breakpoints) - i need to add line of code, recompile and see results. Anyway, what if i need fast build WITH debugger? I dont use antivirus, only firewall... but i'll check it, it shoud have some antivirus engine inside.
  11. Was trying to make small game prototype, and Aily adviced me to try Leadwerks+Blitz. Well, what i can say... I used it for some days, but i actually dont see many pros, and lots of cons. Pros: + native to Leadwerks language (is it actually a positive side for a small prototype?) Cons: - Stupid BlitzMax IDE. I'm not talking about visualizing of code structure (like in MVS 2010 ) or even intellisense (VA, or at least, build-in into MVS)... i just cant compile my project by pressing 1 key on keyboard. Usually i need to click and activate main file (if i was working in included file) and press "Build and run" button by my mouse. - No color shemes in IDE. Maybe its not the largest cons, but i'm a programmer, not designer... And i would like to select my favorite color sheme among some avaivable scenes, not to create own. - No normal search. Ctrl+F is piece of sh*t, but not a useable serach. - Compilation time is quite long even on simple project. - I have only framework+lua, but still faced some stupid problems (like this for enabling lua, and this while trying to move framework camera) - Long time of font loading (it stops for about 5 seconds on the line "Loading texture "incbin::Arial9.dds"...") - Dynamic typisation. It takes me about an hour to guess that Function is not a Method, and it cant access to private field, and it creates new variable each time. (well, maybe, some guys would claim that it is positive, but not at my experience ) - Ugly comments, started with " ' ". Or with "Rem/EndRem". And "EndFunction" is also too long in comparing with "}" - Maybe more will appear in a short time. I repeat, that i was trying to use it just for some days, so i hope that someone would some positive arguments
  12. //Actually you should do both Bullet and PhysX plugins in LE3, to have an example how different physics drivers are implemented. Thats why i offer PAL: everybody would be able to select phycis engine that suits him best. On the other hand, maybe it has a sence to make different physic libraries avaivable
  13. VeTaL

    FXAA 3.11

    Looking cool, thanks
  14. VeTaL

    Fentinor build

    Wow, thats it Thanks a lot, Josh. Of course, i'll try with your advices //For occlusion, we can do a rectangle distance occlusion or LOD in some sort , it could be fast and work in lot of situations no ? For now i'm paying with distance culling - the only culling thing avaivable
  15. VeTaL

    Fentinor build

    //Do you use LOD on your level ? Of course //And for lights, why not deactivating some non important/significant lights and their shadows when you are far away from them the scene is too small for that, i think //So don't hesitate to post you results and solutions Of course, thats why i ask for tutorials and solutions section here What about current models, here they are: http://www.speedyshare.com/files/29762947/Fentinor.7z password: nOde46repLY30zOA47yak! Head of this topic is updated.
  16. //Your FAQ is a great initiative but it is only a matter of time before it gets to large and we are going to need a search function just for that one thread Totally agreed. That why i write an idea about creation separate subforum for nice code solutions. //Without files its impossible to give any support and the time for guessing is not there. As i already said, i provided speshial edition with opened models for everybody who tried help me. Josh, dont be so boooring I dont have anything against you. The main thing that i want bring to you is that you just should think about stimulation for document creation if you havent time for that. I think,community can provide nice tutorials ( prooflink ). Maybe you should just create separate forum thread exactly for solving problems with modelling like mine, and community will create some videos or something. Another idea is to make a payment for each nice tutorial. Create some cathegories for tutorial (this ones are great ) and if user's tutorial is nice, you pay him 5$, lets say. That would stimulate community great. One more idea is to make tutorial contest each week(mounth) with some winners and prizes. Example: i have a problem with low fps now. I think, we'll find solution (lets say, models have too many materials). So we write that to a sertain place and any other community member, who will face the same problem will know where to look. As we would have some solutions, thats a nice basefor tutorials.
  17. VeTaL

    Fentinor build

    For those, who are trying to help i already sent a PM with password. Well, for now, i think, i can open password.
  18. Yeah,thats what i'm asking for - to start collecting information somewhere. User have a problem (for example, textures problem) - he writes to speshial forum chapter and got answer. Next time another user with the same problem knows where to look. Thats for artists, for programmers i started to collect info in LeaFaq
  19. I'll show you real example: X-ray works fine with "a lot of materials per model" Gamebryo works bad with "a lot of materials per model" [sarcasm] Leadwerks works bad with "a lot of materials per model, a lot of polygons per model,and a lot of models" [/sarcasm] Look at the link, please. http://udn.epicgames.com/Three/ContentBlog.html There are experience of real people, with solutions and recommendations PS: btw, Josh, you have a password to scene, you can watch it in Editor.
  20. I send you password and link. I'm talking about manual of creation models from scratch. For example "Here we are crated cube. Next we are attaching material to it. Its important to use only one material, because engine works fine with small number of materials".
  21. I think, its critical to have a guidline or number of tips and tricks about model creation. We are still having extremely low fps even in editor (we are not taking in account code for now) in such a simple scene. Final scene shoud be more times larger, and i'm really afraid of fps in the future. For now, i haven't any info of what we are doing wrong from official support (Metatron, warm thanks for your help). Project lead is in desperate and panic, now he is crying about changing engine, which means great loses for our little team in both code and assets. It would be great to have a handbook or blog (like this ) with number of recommendations or/and users experience. Ideally, there should be a number of documents, describing process of model creation. http://udn.epicgames.com/Three/ContentHome.html http://udn.epicgames.com/Three/TextureArtistHome.html http://udn.epicgames.com/Three/CharacterArtistHome.html It would be great for all community, not only for us, i think.
  22. Well, the question is quite simple: how can i add/remove trees in realtime (there should be a lot of trees, so i'm talking about vegeation layer)? Searched through the forum (looking like i sawan answer somewhere), but didnt manage to find anything interesting. AS its possible in editor, so it should be possible in game.
  23. http://www.leadwerks.com/werkspace/topic/3440-leafaq/ Here are also lot of usefull stuf (for example, rendering video into texture, realtime mirror and so on)
  24. VeTaL

    Fentinor build

    Imgui and wishes are sent to you
  25. VeTaL

    Fentinor build

    Hm... Yep, there are some guis, but i dont want to invent new own gui right now Maybe, later i'll convert Imgui to pure OpenGl (instead of SDL, like now), but it is needed to make Layout Editor and so on... maybe later But yes, Cegui eats too much (comparing with 0)
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