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  1. I'm very new to developing on the Leadwerks engine so I was wondering what the best approach would be for designing 2d levels. Preferably, I would like to be able to design the 2d levels in the leadwerks editor, but would also need control of the level objects from C++ since there are some dynamic aspects. Looking at the API alone, its not quite clear to me what the best direction is for developing 2d games. Does anyone have any thoughts on the best approach for developing 2d games?
  2. Object* extra is not described. What is it? Also Parameters talks about 'hookname' which isn't among the parameters. Please make correction in Documentation
  3. I've been trying to wrap my head around how Steam Lobby works by looking at the docs, forums and the Spacewar example that comes with Steam but it's beyond my skills. Was hoping someone could help. To start, the Steam Matchmaking & Lobbies page says the following: I then looked at the Steam Spacewar example and this is how it uses it: // ask steam to create a lobby SteamAPICall_t hSteamAPICall = SteamMatchmaking()->CreateLobby( k_ELobbyTypePublic /* public lobby, anyone can find it */, 4 ); // set the function to call when this completes m_SteamCallResultLobbyCreated.Set( hSteamAPICall, this, &CSpaceWarClient::OnLobbyCreated ); I kind of understand that the function OnLobbyCreated gets called when the CreateLobby function eventually succeeds. But I had to look into what m_SteamCallResultLobbyCreated was. That resulted in these two lines in SpaceWarClient.h // callback for when we're creating a new lobby void OnLobbyCreated( LobbyCreated_t *pCallback, bool bIOFailure ); CCallResult<CSpaceWarClient, LobbyCreated_t> m_SteamCallResultLobbyCreated; That CCallResult and whatever's going on after it completely lost me. Pretty sure that's a template but that's over my head. And what it has to do with CSpaceWarClient, which itself is a giant class, is past me. But for kicks, here's CCallResult in the steam_api.h header. //----------------------------------------------------------------------------- // Purpose: maps a steam async call result to a class member function // template params: T = local class, P = parameter struct //----------------------------------------------------------------------------- template< class T, class P > class CCallResult : private CCallbackBase { public: typedef void (T::*func_t)( P*, bool ); CCallResult() { m_hAPICall = k_uAPICallInvalid; m_pObj = NULL; m_Func = NULL; m_iCallback = P::k_iCallback; } void Set( SteamAPICall_t hAPICall, T *p, func_t func ) { if ( m_hAPICall ) SteamAPI_UnregisterCallResult( this, m_hAPICall ); m_hAPICall = hAPICall; m_pObj = p; m_Func = func; if ( hAPICall ) SteamAPI_RegisterCallResult( this, hAPICall ); } bool IsActive() const { return ( m_hAPICall != k_uAPICallInvalid ); } void Cancel() { if ( m_hAPICall != k_uAPICallInvalid ) { SteamAPI_UnregisterCallResult( this, m_hAPICall ); m_hAPICall = k_uAPICallInvalid; } } ~CCallResult() { Cancel(); } void SetGameserverFlag() { m_nCallbackFlags |= k_ECallbackFlagsGameServer; } private: virtual void Run( void *pvParam ) { m_hAPICall = k_uAPICallInvalid; // caller unregisters for us (m_pObj->*m_Func)( (P *)pvParam, false ); } void Run( void *pvParam, bool bIOFailure, SteamAPICall_t hSteamAPICall ) { if ( hSteamAPICall == m_hAPICall ) { m_hAPICall = k_uAPICallInvalid; // caller unregisters for us (m_pObj->*m_Func)( (P *)pvParam, bIOFailure ); } } int GetCallbackSizeBytes() { return sizeof( P ); } SteamAPICall_t m_hAPICall; T *m_pObj; func_t m_Func; }; Not sure if that's enough info. I'm still searching the Steam forums for help too. Thanks for looking.
  4. Hey , Is there any possibility to play a animation sequence without much effort, or do I have to create my own animation manager? And how should my animation manager look like? I thought about simply editing the current animation frame (like: I set the animation frame first to 1 and every 300ms or so I will switch to the next.)( and should I do this in a extra thread maybe?) - Mex
  5. Hello! I think that you should add another thread specifically for tutorials. We can see that the community is growing in numbers daily, and we could use something like this. I feel like it would keep the General Discussion thread neater, and would make it easier for someone new to locate help (besides the default text documentation).
  6. Hey, I think the camera pick is no longer working properly, other people also have this issue. This is the code i tried it with: if (wd->KeyHit(Key::E)){ Vec2 mousepos = wd->GetMousePosition(); if (cam->Pick(mousepos.x, mousepos.y, pickinfo, 0)){ if (pickinfo.entity->GetKeyValue("tag") == "dbutton"){ //pickinfo.entity->SetKeyValue("tag", ""); System::Print("Entity picked, distance: " + String(pickinfo.distance)); pickinfo.entity->Hide(); } } } My problems are: The pick is only working if I'm so close to the object, that I'm touching it. And the pickdistance is everytime -1 Hope you can fix that. Btw: I tried picking csg boxes and models (Yes, I attached a empty lua script to these boxes). If you need more info here is the full thread in which some people and me discussed this.
  7. Hey, Is it possible to move a camera in a direction defined in a Vec3 (a rotation)? Because camera->Pick doesn't work for me i would like to try now world->Pick Tried it like this: if (wd->KeyHit(Key::E)){ Vec3 oldCamPos = cam->GetPosition(); cam->SetInput(cam->GetRotation().y, 5); if (wrd->Pick(oldCamPos, cam->GetPosition(), pickinfo)){ if (pickinfo.entity->GetKeyValue("tag") == "dbutton"){ //pickinfo.entity->SetKeyValue("tag", ""); System::Print("Entity picked, distance: " + String(pickinfo.distance)); //pickinfo.entity->SetPosition(pickinfo.entity->GetPosition().x, pickinfo.entity->GetPosition().y - 2, pickinfo.entity->GetPosition().z); } } cam->SetPosition(oldCamPos); } I think now of the problems with my code is that SetInput uses physics, so my camera object won't go through objects, right? Anyway i have no good idea at the moment, hope anybody can help Lua code is also accepted Btw this is exactly what i want:
  8. The problem with tmpnam is solved, but now " undefined reference to symbol 'XGetWindowAttributes' ". Build log:
  9. Trying to compile any C++ project generated by the Project Manager always gives an error saying " the use of `tmpnam' is dangerous, better use `mkstemp' ". I'm using Ubuntu 14.04 as operating system, Code::Blocks 13.12 as IDE and g++ 4.8.2 as compiler.
  10. Hey, I'm trying to create a simple class where i wan't to store much variables (int string float vectors entitys, anything.). But i noticed when i try getting some variables i need to first create a new instance of the class (no idea if i can say it like this, but here's an example for a getter function) i do this: Vec3 getRunnerSpawn(){ return RunnerSpawn; } (the above class is called "GameManager") and to get the vector i need to do this: GameManager gm; gm.getRunnerSpawn(); but i don't won't to create a new instance, because then i would need to create a new instance for every class where i need to use this function. Anyone an idea?..
  11. When trying to use the guide below in order to use the CrtDbg Library for detecting memory leaks, I found, that it showed me leaks beyond count. I then tried it on a fresh c++ project (created from the wizard within the Leadwerks-Editor), and noticed, that the leaks were there even on this new project. The guide I followed: http://msdn.microsoft.com/en-us/library/e5ewb1h3(VS.80).aspx I noticed the includes and define were already in Leadwerks.h so the only thing one needs to do, is call the following line: _CrtSetDbgFlag ( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF ); Also, the Output sadly didn't show, in which files and line-numbers the memory got allocated (Although I defined "_CRTDBG_MAP_ALLOC" and tried various different things). I therefore also tried Visual Leak Detector (http://vld.codeplex.com/). From what I saw, a lot of the memory seems to be allocated during various LW-functions, like the context-syncing, loading of the map or rendering, etc. Did I do something wrong? Do these tools maybe measure the memory too early? What really bothers me is that I can't really check my own code for memory leaks this way, as I simply wouldn't find them amongst the ~2000 (the exact count varies) number of leaks that are already there. Does anyone have a suggestion, what to do here? P.S.: Visual Leak Detector worked fine with LW2.5
  12. Hey, I noticed (in 3.0 and 3.1) that Time::GetSpeed() doesn't return really useful values. When i opened some programs in the back (my computer is slower) I can run much faster and when my computer is very fast i run very slow. Here's the code i used: playerMovement.z = (window->KeyDown(Key::W) - window->KeyDown(Key::S)) * Time::GetSpeed() * moveSpeed; playerMovement.x = (window->KeyDown(Key::A) - window->KeyDown(Key:)) * Time::GetSpeed() * strafeSpeed; PS: if you activate vsync (context->Sync(true)) you can also run faster and when you disable it (more fps) you will run slower. Does somebody else has these problem's and do josh know about this? Or should i create a new bug report?
  13. Hey, I already created some triggers with leadwerks 3.0 but now in 3.1 i have one problem. It says: invalid type conversion at this line: currEnt->AddHook(Entity::CollisionHook, (void*)onCollision); heres my App.h: #pragma once #include "Leadwerks.h" using namespace Leadwerks; class App { public: Leadwerks::Window* window; Context* context; World* world; Camera* camera; App(); virtual ~App(); void onCollision(Entity* entity0, Entity* entity1, float* position, float* normal, float speed); virtual bool Start(); virtual bool Loop(); }; and the important part of my App.cpp [...] //The onCollision function void onCollision(Entity* entity0, Entity* entity1, float* position, float* normal, float speed){ } [...] //and in App::Start [...] list<Entity*>::iterator iter; for (iter = world->entities.begin(); iter != world->entities.end(); ++iter){ Entity* currEnt = (*iter); cout << "Entity loaded: " + currEnt->GetKeyValue("name") << endl; if (currEnt->GetKeyValue("name") == "runner_spawn"){ runner_spawn = currEnt->GetPosition(); } if (currEnt->GetKeyValue("name") == "death_spawn"){ death_spawn = currEnt->GetPosition(); } if (currEnt->GetKeyValue("name") == "runner_mesh"){ runner_mesh = currEnt; } if (currEnt->GetKeyValue("name") == "death_mesh"){ death_mesh = currEnt; } if (currEnt->GetKeyValue("name") == "void"){ currEnt->AddHook(Entity::CollisionHook, (void*)onCollision); } } [...] if you need more code i will give it out, but i think that should be enough Thanks, Mex
  14. Hey. I havent bought leadwerks but i had one question. Can i use code::blocks for compiling the games or does it only work with visual studio 2013? I have visual studio for free because of my school but code::Blocks is faster to install.
  15. Hello, here faced such problemoy.Napisal few lines of code and skills zapuslil issued a mistake here.
  16. I have been working with the Terrain component in Leadwerks 3.0 outside of the Leadwerks Editor and I was wondering if anyone else has done any programming with the Terrain component in this manner. If so, I was wondering what might be the best way to go about manipulating the Terrain component. Possibly what the different methods in the terrain component do as well as the other components in the Terrain.h file. I am looking to render a 2-d array of Perlin Noise to a Texture object and then using this texture as a heightmap for the terrain. I have already incorporated libNoise into Leadwerks, I just have to write an interface for it to work with the Leadwerks Terrain component.
  17. Hey I would like to know if VS2013 is needed for leadwerks or if VC++2010 can be used too?
  18. So lets say i wanted to do a racing game and have a 'rear view mirror' on the screen. I would use a second camera right. So how would I display the image over the first. Also Lets say i wanted to put 2 views side by side. A top down and a 3d perspective, similar to the editor. How do I display the multiple views? This can be either LE 2.5 or 3.x Thanks in advance ~Xtreampb~
  19. Hello, the value returned by Window::GetMousePosition() is only changing when scrolling downwards: Leadwerks::Vec3 mspos = Leadwerks::Window::GetCurrent()->GetMousePosition(); printf("%d\n", mspos.z); It does never change when scrolling up. Thank you. PS: I am using Leadwerks 3.0.
  20. Hello, the entity::save() method is saving corrupted files with a size of 1KB. It returns true. To reproduce simply load and save any file. Included is the plane.mdl model in its original and corrupted state. plane.zip Thank you.
  21. Since I'm very new to Lua and to programming with an API in C++. I think a starter kit or template kit would be nice for the beginners to this, who could see what does what, why it's needed, and how it works. This would give a base idea of a foundation for experimentation and development of their idea of a game. As some of us may have a very hard time combining the various tutorials (or no tutorial on subject in lua) and getting the engine to run a single player experience like the start of Half-life, Menu screen, start game, no weapons, explore, then **** hits the fan then load new level, test new weapons, going through a breakable wall to the exit. If the starter kit / starter template is a good idea I think it should contain the following example maps; an example of creating and using a statemachine for main menu, an options menu that effects the game, and the game itself, an example of level/map switching, an example of weapon pickup and weapon switching, and have an example of two weapons, a melee (crowbar, knife etc) and a gun which displays it's ammo count when selected (to help in learning to display ammo count, HP, SP etc.), An example of a breakable wall, or building collapse from breaking a support. and a final example where all the examples are tied to gather. All of these should be covered in both C++ and Lua langauges to help those who are new to programming in either of these languages and picked up the engine, since it looks to be better than some of the other engines out there. Now, I will admit I'm aiming to make an RPG, but since the FPS genre is the easiest type of game to start from. It would be the best starting point to learn from. And if people enjoy the starter kit, maybe a more advanced kits could be made to cover more advanced things like; creating or modifing the AI behavior (learn AI logic and processing), Character subtypes (learn inheritance), inventory systems, Advanced map features, ... Etc
  22. Hello everyone, So with my business software released, i'm moving back into game design. I'm putting my castle game to the side for, what I feel, a easier game to execute. With the majority of mechanics planned out, I'll begin to design the first few levels. I think i'm also going to video record a developer diary to keep people informed on the status of the development of the game. I am looking for some artists, especially 3D modeling with animation skills as well as texturing artists. anyone interested can PM me.
  23. Hello, Leadwerks is not creating correctly sized windows. When setting the resolution to 800 x 600: window = Window::Create("UISystem", 0, 0, 800, 600); A window with the window size of 800 x 600 will be created, it seems correct at first but what I really wanted (and expected) this command to do is create a client area with the size of 800 x 600. Leadwerks behavior: Expected behavior: Thank you.
  24. Hi, I was checking (again) the Leadwerks page from the Steam store, and remarked this details: "... File paths cannot contain Cyrilic characters" So the engine, cannot parse theses type of characters ex: french is using theses "éèçë" in a file paths. So does it also mean that the managing of strings is on a byte basis? It might not handle theses characters in strings inside the engine? Would be nice to have a UTF-8 string class that could handle more types of character to create multi languages games. For now, since the GUI features are at minimum I could perhaps get the display context and use Irrlicht to draw the strings in that context (was using this before pre-ordering Leadwerks) or use a GUI lib. For english only games, this would not matter at all since all the english characters are represented in the basic "ascii" table. But the LUA features that Leadwerk have seem so good, that I would have to do some kind of hack to store my strings in a LUA script (I was thinking to create dialogs/subtitles in multiple language simply by using LUA.) That's not really a problem right now, since I need to give you the time to let you complete 3.1, learn Leadwerks and produce some prototypes to know how to get around. Perhaps, after 3.1 if you would like to have Multilingual support for improved GUI... Being able to store in widestring format would also help if we use a external GUI.
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