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panz3r

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Everything posted by panz3r

  1. Is it posible to detect colisions without using full physics modell ? I want to move the objects to position and not to apply forces but i still want to detect colisions. Thank you in advance for the eventual hints you may have for me.
  2. Just out of curiosity: how about HD3000 (sandy bridge one) ?
  3. Any idea if Leadwerks ide is suposed to work on a integrated intel grahic card "mobile intel 4 series" under vista? I get at start "Exception_access_violation". Log contains" Initializing OpenGL2 graphics driver... OpenGL version 210 GLSL version 120 Device: Mobile Intel® 4 Series Express Chipset Family " Which in theory fulfills the opengl 2.1 requirements. Before i get asked why i want to do development on this machine is because is a small laptop that i can use in bed.
  4. Found it in the installed tools folder. Thank you.
  5. I installed leadwerks on a new laptop and the openal32.dll is missing. As creative have put down their site i could not find another safe sorurce for it. Had a look in downloads here but nothing shown.
  6. Is there any way to use double precision floats for object postions in leadwerks ? With simple precision the terrain/space can't be too big. I know there are workarounds to move to terrain arround you or scale but still ....
  7. i think the ps4 support can be done by the same guy that does the linux part
  8. after linux project ends, next year, maybe would worth to throw an : leadwerks for ps4 on kick-starter, you never know ...
  9. ok let me give an example. i make a "radar" package for my space game. i develop and test it separately and it works like you attach a script to what you need to "blip" in the radar. You attach the display script to the object that will display the radar. Easy and simple, no copy paste, no side effects to other code ....
  10. Mike, they don't have to be super games with super graphic. Some basic proof of concepts should be enough. I think they should be done by leadwerks team as they know the best how engine is built and i don't think would take them more than 1-2 days per demo.
  11. This is exactly one of the reason for developing on Linux, rock solid OS where your chance that your app is causing problems are very small and very easy to spot . About windows I am not sure what task manager shows about memory, sometime i know for sure that an app allocates tons of memory but it simply does not show in task manager.
  12. Thank you Aggror for the tutorial and for this FAQ. Although I am not looking for tutorials for racing cars or shooters I think yougroove have a point - some sample games would help A LOT. I can tell you that i learned a lot about other engines by opening existing sample projects and doing small changes to learn. About GUI I mentioned it many times, I am considering a game engine a rapid development tool and GUI should be part of it. I am not moaning about this, I am trying to do constructive critique. If 90% of leadwerk usage would be big teams with dedicated programers and artists , yeah examples and gui would not be needed too much. But it seems the oposite from what i see on forum - leadweks is used by small teams or individual. Here any single item that help you accelerate your work counts. Otherwise you will probably never get to finish your work if you have to reinvent wheel for everything.
  13. i am fine with whatever honestly, as i plan to do an mmo i plan to have everything in c++ (so is harder to do complex bots/hacks).
  14. having one script only means pretty much killing the asset store. usually in unity when you buy some code from asset store it attaches as a script to the object.
  15. I definetely agree that improving (adding a GUI) and polishing should be one of the first priorities. Curently I am stucked because we don;t have a gui and what's worst I can;t figure out how to make one. This look more and more like a boomer for me.
  16. i think they are pretty much jealous on appstore and google play and see a lost revenue by not doing the same. Now thet can't let really any game in, but is fair to say that neither STEAM does it. So my personal guess is that they want the revenue but without compromising the image, so they try to figure out the sweat spot.
  17. Sonny seems to be a lot more supportive with indies with PS4, with the online shop maybe at the end of they would not be such a bad ideea to be able to export for PS4. I am sure that beeing able to export on ps4 counts for small companies that chose an engine and don;t have budgets in millions for a game engine. If the game sales is nice to be able to click "build for PS4"
  18. did you read this: "The only reason i mentioned this is that it can be a major surce of income for leadwerks without too much work." ? I am sure there are in this world enough companies that can make games. How about having the support for them ? Also i fail to see how would be more complicate to make the game for ps4 that would be for ouya.
  19. "I disagree on DX9 and GL2.1 being able to do good graphics especially next gen... but you're entitled to your opinion." Just from curiosity, what are you missing in dx9 compared to dx10 and dx11 ? Aggror , following the same logic we would not need windows one as well, nobody finished a game
  20. I would say as Leadwerks most likey will never get on xbox , Josh can "sell" it to sony as : exclusive to PS4 in console market.
  21. If irrlicht got approved by Sony i don't see why they would be against Leadwerks honestly. I don;t think sony cares in what the game is made, and if anything more tools to make games the better. From my udnerstanding engine is open gl 2.1 which is roughly directx 9 which is more than enough to make good graphic in games. (dx10 s.cks, and dx11 make the things run faster).
  22. Link to the irlicht related info: http://chronologicaldot.wordpress.com/2013/06/12/irrlicht-on-ps4-and-successful-game-characters/ The only reason i mentioned this is that it can be a major surce of income for leadwerks without too much work. 1. There will be linux version, that means a bsd version will be trivial 2. if all it takes on bsd is to replace opengl calls with PS4 sdk calls (probably simillar calls) then should be easy as well conclusion: leadwerks proffit $$$ as game console engines are selling for lots of $$ as far as i am aware.
  23. Look like Sony's PlayStation 4 Is Running Modified FreeBSD 9. As leadwerks come to linux I am wondering how hard would be to add export to PS4 http://www.vgleaks.com/some-details-about-playstation-4-os-development/ Looking at irrlicht implementation for ps4 i could find this: "all he had to do was replace irrlicht’s OpenGL calls with calls from the PS4 SDK"
  24. i think the ideea is the Linux culture have some common goals with Ouya.
  25. Like i sayd everybody sees is diferently. Some are more generous, some just pay to have created the product they have and want the product at the end, like a preorder with high risk. There is no reason to generalyse this, there are options for everybody : from the 1$ to 1000$.
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