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Guppy

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Everything posted by Guppy

  1. The difference lies in that Josh is closer to the process than normally, a lot of bumps and bruises the is perhaps really easy to smooth out is normally not reported ( automating workflow, etc ). So what's in it for the different parties? Josh/Leadwerks: Shiny new promotional material; production blogs, and a simple ready made game licensees can pick apart and study - also the game it self if released on steam or the like could attract new developers. The team: Self promotion, more direct developer contact and pushing your issues to the front Already in this tread something has been uncovered that may not have been thought of before - how do you share a project between multiple parties, other than having a project lead that merges everything manually I don't see a way, so clearly here is some room for improvement. at any rate it's just an idea
  2. based on the code you posted Im guessing that 'Script.position' is nil - it refers to "self.model" which isn't set in the code snippet you posted also function App:Joint(parent_position, child, parent) joint = Joint:Ball(self.parent_position, self.child, self.parent) end Assuming that lua is like most other OOPs "self" is a pointer to the object instance meaning that self.child != child meaning that you call Join:Ball with (nil,nil,nil) that seems likely to cause a crash even if self.model is defined
  3. Inspired by this update by the user "marcus" I had an idea. Development of new features in blender is driven mostly by the openmovie projects ( http://www.blender.org/features/projects/ ) the advantage of this approach is that blender gets new features that are not only needed but thoroughly tested and works in a way that makes sense to the users - thus sidestepping the flaws usually associated with interaction designed by programmers . I wonder if it would not be worth doing something similar for leadwerks. The basic idea being you select a group of leadwerks developers who knows their way around the engine / have shown published something with it ( henceforth "the team" ). The team will then decided upon a project eg. a RTS game, and then report any problems or shortcomings in the workflow and/or engine. The leadwerk developer(s) will be monitoring on the sidelines fixing problems as they occur and helping integrate patches. Two problems I see with this is that LE being closed source I don't think the team will be able to contribute much in the way of code, and secondly I think there is only one LE developer which could turn out to be a bottle neck. I'd love to hear what you think about this suggestion, even if you just think it's a horrible idea ( but do be specific about the why )
  4. Ogre3D (not a game engine) had it for a while - it looks very good, especially the eyes http://www.ogre3d.org/forums/viewtopic.php?f=11&t=73261
  5. Thats for private betas - the public beta should be available
  6. http://www.linuxliveusb.com Start there
  7. If you just want an extended try without repartitioning tour hård drive I reccomend going with a live usb
  8. Holy necro batman! Any reason You decided to resurect a 2½ year old thread?
  9. just install gimp and it should preload all the gnome/gtk+ packages your missing
  10. You can use raknet or any shared library in lua but you will need to make a wrapper that exports the functionality to lua
  11. same thing for linux; xargs -a filelist.txt -d '\n' rm
  12. While I certainly believe any aspiring game programmer should atleast know the basics of assert creation it's not always needed; http://www.leadwerks.com/werkspace/topic/8507-free-resources/ (also some texture resources there) So unless you have a very specific art direction you may be able to cut a few corners.
  13. Reminds me og orcs must die that last one. Nice work
  14. To sum up the 5 pages : you just need to find some spherical cow that can live in a vacum!
  15. Maybe you have it the wrong way round? In that case every step when you multiply c by step you would have the bullet flying in the wrong direction. if that's not the issue I'm going to need some more details
  16. Untill they add eye tracking the occulus will be a novelty item
  17. Since the two positions can be thought og as vectors from origo: Normalize(A-B)*0.2
  18. For textures / 2D: http://www.gimp.org/ - While often compaired to photoshop, it is most decidedly NOT photoshop, but a great piece of software in it's own rigth http://krita.org/ - digital painting software ( if your going for that hand painted look ) http://mypaint.intilinux.com/ - digital painting software
  19. I have to agree with cassius - blender is down right hostile at times. how ever once you get the hang of it it's really quite great, and you have every thing you need in one single app. If your picking up blender for the first time then go through you will want to go through chapter 2&3 a coupe of times before doing anything else http://cgcookie.com/blender/cgc-courses/blender-basics-introduction-for-beginners/ ps: I just noticed my "l" button is broken so I had to manually copy&paste it in... sorry if I missed a few.
  20. Not really sure what you mean, blender has had curve support since atleast 2.4 http://wiki.blender.org/index.php/Doc:2.4/Manual/Modeling/Curves don't know about the 'and features 3d coat has' bit but you can bake normal maps with blender just fine It is free ( in every sence of the word ) you can choose to buy it (and so support the people making it, helping make it better) which also gets you support http://cgcookie.com/downloads/contours-retopology-tool/ But the plugin it self is freely available - source: https://github.com/CGCookie/script-bakery/tree/master/scripts/addons/contour_tools packaged: https://github.com/CGCookie/script-bakery/tree/master/release In that way it uses the same model as blender it self - the software is free, but you can chose to help it's development by sponsoring (or buying from their store).
  21. Not sure I tried aswell but even after applying it vertices that should have disappeared remained
  22. It's a bit more low level that that - I want to intercept the open/close/read file commands inside loadXXXX('.....'); as I'd rather not have to rewrite all the loading & importing functions
  23. Once the c++ version comes out would it be possible to use something like PhysicsFS in your game? Or rather is there currently a file system abstraction I can replace so I can make Leadwerks built in model/texture/sound loading use the virtual file system?
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