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martyj

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Everything posted by martyj

  1. It would be helpful if we had a PIE version of leadwerks (DLL or .SO file) so that we can make our own DLL files referencing the Leadwerks.so file. I am trying to test out SWIG to add python, golang, and Java support. To this, I need to compile my library as a .so file. This can't be done, from my understanding, unless Leadwerks supports Position Independent Execution.
  2. Unfortunately I will have to miss this one. My cat dragged a baby bat into our house this morning so I need to take it to the wildlife rehabilitation center.
  3. I have been using docker a ton at work, so I decided to try to use it to compile leadwerks C++ projects with. I created this GIT repo https://github.com/martyj/Leadwerks4.0Docker If you move your C++ project into the project folder, and copy your leadwerks steam folder into Leadwerks you can compile a linux build of your game You can now compile Linux builds of your game on Windows. See "b" and "dr" bash files for how the container is built and ran in Linux, to tweek it for Windows. A simple volume mount change should do the trick. Let me know if there is something else you would like to see? Me personally, I plan on adding Windows compilation on Linux with this. Enjoy!
  4. Has anyone thought of using Docker to compile builds?
  5. Will there be an option to have Turbo out sooner for C++ folk?
  6. Can we upgrade turbo with NOS? Turbo = Lua Nos = C++?
  7. When will we see textured models in the LE5 demos?
  8. martyj

    Animation Tweening

    I found that in my game it doesn't make sense to render animations far away. A player can't notice it, and it saves CPU load. In fact, I even ignore my whole update loop if the entity is too far. Npcs don't need to be walking around, ect when they are far either. Maybe if entities had a similar dropdown of ViewRange for animations, Near, Far, Infinite, ect, Leadwerks engine as a whole can do this logic. I'd even love an option for UpdateRange. For example: Animating an NPC in my game doesn't make sense at 30 meters, but animating my Dragon makes sense to about 100 meters. For updating, NPCs don't need to walk around unless they are within 50 meters of a player, my dragon will need to update across the whole map. This would help with the bottleknecks of the PCI express bus as we won't be sending constant animation updates for every entity.
  9. martyj

    Animation Tweening

    I totally can't wait to run my game with LE5.
  10. Will this feature be released in Leadwerks 4.X or just in 5.0? If it's just in 5.0, will we get a Linux build soon?
  11. See attachments. Let me know when you get them so I can delete them. Dragon_L1_all_in_one.mdl Dragon_Diffuse.mat Dragon_Diffuse.mat.meta Dragon_Diffuse.tex Dragon_Diffuse.tex.meta
  12. When I switched from Windows to Linux I lost all my textures on my models. I'm guessing Leadwerks saves textures in windows as like a "tolower" or "toupper" version of their name, instead of the actual camel case. Running model -> Reimport fixes the issue.
  13. Why not python? Large library set. Used in physics (Sells of Leadwerks Enterprise) Easy to learn Supports OOP or static methods. Easy integration with existing C++ library. http://www.swig.org/tutorial.html Ability to pre-compile scripting code.
  14. Window::Active is not defined in Linux. This code seems to provide the same functionality and would be a great addition to the Linux build. ::Window focused; int revert_to; XGetInputFocus(this->window->display, &focused, &revert_to); return focused == this->window->handle;
  15. Will this allow us to draw 3D elements on the 3rd view? Or save data to an entity in the GetKeyValue/SetKeyValue functions? It would be nice to automatically re-skin NPCs in my game based upon my backend game data.
  16. martyj

    TeamSpeak

    Maybe I misunderstood. Is this just Teamspeak client bindings, so the user will have to install Teamspeak, or is Leadwerks shipping with a Teamspeak client to support in-game communication?
  17. martyj

    TeamSpeak

    Will we have the option to use our own teamspeak server?
  18. So originally I was using Awesomium to render my UI. Currently they no longer offer a release candidate of their software, which is putting a big hamper on my transition to Linux. I was wondering if anyone had any tips/tricks to setting up CEF in their project. No matter how I setup my project I cannot get it to link against libcef.so. Has anyone else used CEF? Thanks, Marty
  19. I'm trying to get my game to compile via CMake and I am getthing this error /usr/bin/ld: /home/martyj/.steam/steam/steamapps/common/Leadwerks/Library/Linux/Debug/Leadwerks.a(Window.linux.o): undefined reference to symbol 'XdbeAllocateBackBufferName' //usr/lib/x86_64-linux-gnu/libXext.so.6: error adding symbols: DSO missing from command line Here is my library list target_link_libraries(WorldFactions m "${SHORT_PATH_LINK}/Linux/Debug/Leadwerks.a" dl openal GL GLU ${SHORT_PATH_LINK}/Linux/libsteam_api.so X11 pthread) Any help with this would be great. Thanks, Marty
  20. @Ma-Shell I have a sync ignore on source code so that other developers can work on development at the same time. So I use ownCloud to only sync resources.
  21. I'm using GIT for source control and ownCloud for syncing assets. I don't version any assets unfortunately.
  22. Having a good set of tools is highly important. Just ask any mechanic. A good set of tools can save you a ton of time, just to prove this, try changing a water pump with a crescent wrench. The back story... There is some sort of issue with my project in GIT from the windows perspective in which it doesn't let me add source files to GIT without using the -f option. The last few months of development I haven't been creating "new" things, just working on content. This means that my new changes didn't make it into my version control I just recently switched to linux as my main OS. I got tired of the instability with windows. With this I started converting my Visual Studio project in to a CMake project, since that's what CLion supports. While working on a CMake file I wanted to test a compile change, so I decided to "make clean". Well some how "make clean" removed all my source files. Since I forgot to add a few source files to my GIT repo manually (the stuff I have been working on for the last 2 months), I was in panic mode. Researching tools in Linux to undelete a file was also difficult. CLion to the rescue! Luckily I started up CLion on my project as I use the Jetbrains Suite at work, I figured I should also try it at home. CLion maintained its own local history of my project. With a few clicks of the mouse I could go back and undo the delete. So for any of you making games in a commercial sense, maybe $650 for a good IDE is a small price to pay for saving your *** some day
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