Paul
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Posts posted by Paul
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What do games with realistic projectile physics (such as bullet drop, bullet travel time, ricochet, etc) use?I have never seen a game that used that level of detail in character physics.
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Isn't that a cylinder shape though? What I mean is having a physic body collide with an animated character's body part, like their head or leg.Use the character controller.
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How would you get the effect of physic collisions on animated characters?while physics collisions work with static shapes only..
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Would it be possible to emulate the effect somehow?
I wanted to give guns a heat haze effect or use it for a flame thrower, but with other shaders conflicting, I'm wondering if a work around is possible.
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How would I do that?
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Do you know if anyone has successfully done this?This as I understand it is a framework issue and requires another rendering pass to make it work. As this has been an issue for a long time I don't understand why the framework is not modified to accomodate this as a switchable option so that people who want to use it and take the hit can do but those who have no need of it can opt to simply not use it. That way it's a win win situation!
From what I've read too its to do with the rendering pass, but I had the impression the problem existed before the framework.
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This is the problem I'm talking about
I had hoped to use the heat haze more frequently, but I need a way to work around this problem.
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Is there a work around with getting the heat haze and water effects as multiple layers?
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Is this the same reason the heat refraction messes with water?The refraction shader can do that. It's slightly more complex to implement a blur in the shader, but not that bad.
It would not handle multiple layers of transparency, though. Just the topmost layer would be fuzzy, so if you had three panes like that, they would not get progressively more fuzzy with each layer.
How do other games get around the problem?
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Wanted to rotate the night sky to give the effect of the earths movement.I used one in the early days of Leadwerks, just placed it in the background world, scaled and textured it and that was pretty much it. Skyboxes seem to exhibit less distortion though. Why the particular interest in a skydome?
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After playing around with the command line it seems a .netmodule can also be created.The project can directly be included into your solution.
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What I mean is does the C# wrapper need to be compiled as a net dll, or can the source code be included into the game's solution?If you mean within your own application, it is possible.
I did a quick Google search found this link with several options regarding resources and embedded DLLs: Embed DLL within EXE
One option:
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I thought that required a skybox not a skydome?
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Can the wrapper be embedded or compiled into the main exe?
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Is there any examples of using a skydome, preferably working with framework?
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If you have any plans to compile for x64, you shouldn't be using int to hold a pointer. stdint.h has a portable intptr_t type.
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Maybe load the model and set the data with SetEntityKey?Finally, how can this be used in C++ code? Is it possible yet?
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Even at intensity 0.1 it appears too bright.
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Because its an integer division. Try 200.0f / 800.0f
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He he, Paul is also good in purebasic his help is precious.
But I still wouldn't use it for something like LeadWerks. Some of the way PureBasic handles things is a real pain.
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Then there is no reason for a procedure to contain the structures and constants.plus its in a function <- SM: not really? why a function - its only a variable that becomes thru the enumeration an fixed number @ compilation time => konstante
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#Engine_library isn't assigned a number, plus its in a function. I find using #PB_Any is better, which a generates a number instead.i tryed to use XIncludeFile("Leadwerks.pb")
but when i do this i get and error
[compiler] line 83 Constant not found #Engine_library
i don't understand why any help ?
Don't really see the point of "Init_Engine_Enum()" it doesn't do anything and just contains the constants and structs.
Macro _leInitialize(le_dll) le_lib=OpenLibrary(#PB_Any,le_dll) If le_lib _leInitAllFuncs() Else lePrint(le_dll+" can't be loaded.") EndIf EndMacro
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Using the CopyStructure command.i don't know how to copy the value, how would you code this ?
Depends what its been copied to, a variable should be ok, but if its an allocation then it needs to be freed.copying the value may lead to memory leaks, the copied value will never be freed ? no ? -
That too can be a problem, if you don't copy the result the following call to the same function will over write it.Ok i think understood, will replace Protected result by Static Result
Thanks (sorry, i'm a bit slow)
a Question about Lua
in Programming
Posted
Lua sandboxing, but I'm not sure how well this works with the engine though.
http://stackoverflow.com/questions/1224708/how-can-i-create-a-secure-lua-sandbox
http://lua-users.org/wiki/SandBoxes