Paul
-
Posts
83 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Posts posted by Paul
-
-
I know I did it myself, but the Vec* functions shouldn't return the address of a local variable. Use static or dynamically allocate memory.
-
How would you set up the vegetation layers?The biggest clue is to avoid LoadScene. Really, all that does is load an entity scene "container", and then models in the scene are loaded as children. But you could just load the entities one at a time with a for-loop since the sbx file is just plain text, it's easy read it manually. -
The benefit of static linking is not all the code needs to be included in the exe, a leo.dll would be very pointless.This is what happens with LEO also, because its so huge, so a LEO.DLL would help also here.
-
How is the lightning rendered? I don't see anything in the code that would render the actual lightning, just the flashes.
-
Some things aren't accessible like vegetation layers.
-
I don't think that would work on all c++ compilers because of different ABIsLE has been always object oriented (internally: yes, DLL: no, wrappers(C++,C#,Delphi,Object Pascal,Lua,etc...): yes), but the limitation was that BlitzMax can only generate procedural DLLs. In LE3 this limitation won't exist anymore, so it's possible to have an OOP DLL (and even a static lib) in addition to the procedural DLL for non-OOP languages.
-
Buffer::Set(buffer) should also be static
-
Works with 2.32r5
-
I put this together, the GUI was generated with LogicGUI and afew lines for the canvas rendering from the OpenSandbox project on the old forums.
SuperStrict Framework leadwerks.ENGINE Import koriolis.bufferedstream Import koriolis.zipstream Import leadwerks.logstream Import leadwerks.audio Import leadwerks.ENGINE Import leadwerks.glewex Import maxgui.maxgui Import leadwerks.abstractstream Import maxgui.win32maxguiex Import maxgui.drivers Import brl.event Import brl.eventqueue Local world:TWorld Global gbuffer:TBuffer Local camera:TCamera Local mesh:TMesh Global light:TLight Local ground:TMesh Local material:TMaterial GCSetMode(2) SetGraphicsDriver GLGraphicsDriver(), GRAPHICS_BACKBUFFER | GRAPHICS_DEPTHBUFFER RegisterAbstractPath( "D:/Program Files (x86)/Leadwerks Engine SDK" ) Local Window1:TGadget = CreateWindow("Window1",383,112,1042,767,Null,WINDOW_TITLEBAR|WINDOW_RESIZABLE |WINDOW_CLIENTCOORDS ) Local Canvas1:TGadget = CreateCanvas(0,0,1042,767,Window1,Null) ActivateGadget( Canvas1 ) SetGadgetLayout( Canvas1,EDGE_ALIGNED,EDGE_ALIGNED,EDGE_ALIGNED,EDGE_ALIGNED ) SetGraphics CanvasGraphics(Canvas1) world=CreateWorld() If Not world RuntimeError "Failed to create world." gbuffer=CreateBuffer(GraphicsWidth(),GraphicsHeight(),BUFFER_DEPTH|BUFFER_COLOR0|BUFFER_COLOR1|BUFFER_COLOR2) camera=CreateCamera() PositionEntity camera,[0.0,0.0,-2.0] material=LoadMaterial("abstract::cobblestones.mat") mesh=CreateCube() PaintEntity mesh,material ground=CreateCube() ScaleEntity ground,[10.0,1.0,10.0] PositionEntity ground,[0.0,-2.0,0.0] PaintEntity ground,material light=CreateDirectionalLight() RotateEntity light,[45.0,45.0,45.0] Repeat PollEvent() Select EventID() Case EVENT_WINDOWCLOSE Select EventSource() Case Window1 Window1_WC( Window1 ) End Select End Select TurnEntity mesh,[AppSpeed()*0.5,AppSpeed()*0.5,AppSpeed()*0.5] If KeyHit(KEY_ESCAPE) Exit If AppTerminate() Exit UpdateAppTime() UpdateWorld(AppSpeed()) SetBuffer(gbuffer) RenderWorld() SetBuffer(BackBuffer()) RenderLights(gbuffer) Flip(0) Forever Function Window1_WC( Window:TGadget ) gbuffer=Null FreeEntity light GCCollect() End End Function
-
Which would work better?
-
For a dynamic or realtime sky, with day-night, moving clouds, stars, etc what would work better a skydome or skybox?
For example I was thinking of using a separate dome each for the day and night, and fade/rotate the day skydome to get the effect of stars becoming visible. However from what I can tell the framewerk and editor only appears to support a skybox, so I'm asking before I start implementing a skydome.
-
Past few attempts the downloading has stopped short.
-
In the editor, directional and point light's shadow resolution gets reset when I attempt to change it. Plus point light's resolution only goes up to 1024.
-
I don't think there is a "right" choice. I've used Milkshape and Blender.
-
Unless you want to use ATL or MFC without all the features of the Professional Edition and the cost.There is no need for a Standard edition. There is Express edition (free), and Professional Edition, and various Enterprise editions.
-
Doesn't look like a standard edition is going to be released.
-
No, thats what I've just been saying.fw.Free() works does it not?
-
How should I be calling it?
This shows what I'm talking about.
#include "leo.h" using namespace LEO ; int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd ) { Engine engine( "Game", 800, 600 ) ; Engine::SetAbstractPath( "E:/Program Files (x86)/Leadwerks Engine SDK" ) ; Engine::SetFilters() ; Engine::SetShadowQuality(DEEPSHADOW); World world( CREATENOW ) ; if( !world.IsValid() ) { MessageBoxA(0,"Error","Failed to create world.",MB_OK); return engine.Free() ; } Framework fw; fw.Create(); fw.Free(); // Done return engine.Free() ; }
-
Have you got a virus scanner running in the background?
One virus scanner I used would lag some games for a split second at regular intervals.
-
Calling Framework::Free() on an existing Framework causes an access violation.
The problem seems to be Layer::operator=() is treating 0 as a pointer.
-
I'd assume so, the lua script can still call get and setkeyIs it possible to define default values in mymodel.lua? (I know you guys are not here to teach me Lua, so please link me to one of available models in SDK)
-
So is this automatic or does the script have to open the ini file?In the way the script is written, no the sound key in the ini file is not being used. It could have been if the object keys had been set for it inside the script. But if you open the properties dialog for the oildrum, you will see that the mass is being set by the ini file.
I can't find anything in the wiki about how the engine treats ini files.
-
But is it being used since the script also loads the sounds?yes I can use it for mass and collision type, sound and ...
you can check oildrum.ini
-
Does the engine even read the .ini files?
Purebasic Import - 1st try
in Programming
Posted