w0otness Posted July 18, 2014 Share Posted July 18, 2014 Hi, How feasible is it in Leadwerks to create other types of games, mainly RTS type games? I ask because many game sdks such as this has its development workspace geared towards a specific gamestyle, (Leadwerks obviously being FPS). Quote Link to comment Share on other sites More sharing options...
Thirsty Panther Posted July 18, 2014 Share Posted July 18, 2014 You can put the camera anywhere you want. So 3rd person, RTS ,puzzle anything you want to do is possible. It's just that as it stands Leadwerks is biased towards FPS. I'm sure this will change in the future. Quote Link to comment Share on other sites More sharing options...
f13rce Posted July 18, 2014 Share Posted July 18, 2014 I'm making an RTS game right now. The editor and all work fine and smooth during the making of it. You can basically create any kind of game with Leadwerks, you just see a lot of FPS games/tutorials because it's easy to set up. Quote Using Leadwerks Professional Edition (Beta), mainly using C++. Windows 10 / Linux Mint, Visual Studio 2017. GPU: NVidia GeForce GTX970, CPU: Intel i7 7700K @ 4.20 GHz Previously known as Evayr. Link to comment Share on other sites More sharing options...
beo6 Posted July 29, 2014 Share Posted July 29, 2014 @Evayr: How are you solving the pathfinding issue? I tried to make a basic RTS too and worked nice so far. However the current pathfinding solution is not really usable for this kind of genre. Mainly because the navmesh is only rendered once and does not take new build or placed units/buildings into account. Quote Link to comment Share on other sites More sharing options...
AggrorJorn Posted July 29, 2014 Share Posted July 29, 2014 You can rebuild the navmesh on runtime. And not just the entire navmesh, also chunks of it. 1 Quote Link to comment Share on other sites More sharing options...
gamecreator Posted July 29, 2014 Share Posted July 29, 2014 Really? What would the command for that look like in C++? Quote Link to comment Share on other sites More sharing options...
f13rce Posted July 29, 2014 Share Posted July 29, 2014 Really? What would the command for that look like in C++? Nothing too special actually: world = World::Create(); NavPath *np = new NavPath(); np->navmesh = world->navmesh; //np = np->navmesh->FindPath( Vec3(0,0,0) /*from*/, Vec3(5,0,5) /*to*/ ); //To use it np->navmesh->Build( float maxedgelength, int callback(float progress) ); np->navmesh->BuildTile( int x, int y, float maxedgelength, float maxedgeerror ); 3 Quote Using Leadwerks Professional Edition (Beta), mainly using C++. Windows 10 / Linux Mint, Visual Studio 2017. GPU: NVidia GeForce GTX970, CPU: Intel i7 7700K @ 4.20 GHz Previously known as Evayr. Link to comment Share on other sites More sharing options...
gamecreator Posted July 29, 2014 Share Posted July 29, 2014 Ah, an undocumented function. You cheater! Thanks Evayr! Quote Link to comment Share on other sites More sharing options...
AggrorJorn Posted July 29, 2014 Share Posted July 29, 2014 Well most of these functions come directly from the Recast API. Have a look in the docs. https://github.com/memononen/recastnavigation 1 Quote Link to comment Share on other sites More sharing options...
damvcoool Posted August 2, 2014 Share Posted August 2, 2014 so how would the same look piece of code look like on LUA? 2 Quote Link to comment Share on other sites More sharing options...
Genebris Posted August 2, 2014 Share Posted August 2, 2014 Yes, I would also like to know how to update parts of the navmesh in Lua. Quote Link to comment Share on other sites More sharing options...
AggrorJorn Posted August 2, 2014 Share Posted August 2, 2014 As far as I know this is functionality lies within the navmesh class of recast. Unless these functions are exposed to Lua, the only way to access them is via C++. 1 Quote Link to comment Share on other sites More sharing options...
Rick Posted August 3, 2014 Share Posted August 3, 2014 You know, I think we may be able to expose some stuff ourselves. We should be able to wrap something up in our C++ project to be called in Lua. Now that means you would need standard and make a C++ project, but if you have standard then making a C++ project still allows you to use Lua but gives you more freedom to expose this kind of stuff yourself I believe. 1 Quote Link to comment Share on other sites More sharing options...
xtreampb Posted August 3, 2014 Share Posted August 3, 2014 Your talking about wrapping our own C++ functions and bind them using lua++ or luabind (or something like that) Quote bool Life() { while(death=false) { if(death==true) return death; } } I have found the secret to infinite life Did I help you out? Like my post! Link to comment Share on other sites More sharing options...
Rick Posted August 3, 2014 Share Posted August 3, 2014 You wouldn't have to use lua++ or luabind but you probably could if you wanted. Otherwise you could just create a normal C style function and expose it to Lua and have it do what you want. Quote Link to comment Share on other sites More sharing options...
xtreampb Posted August 4, 2014 Share Posted August 4, 2014 how do you expose functions to lua? not real experienced in this and i am curious Quote bool Life() { while(death=false) { if(death==true) return death; } } I have found the secret to infinite life Did I help you out? Like my post! Link to comment Share on other sites More sharing options...
Rick Posted August 4, 2014 Share Posted August 4, 2014 http://stackoverflow.com/questions/19381301/how-to-expose-c-functions-to-a-lua-script If you look at the C++ Leadwerks API Josh has made some of his own functions around Lua that you can use or you can import the same Lua version and do the same thing but use Josh's Lua state. Quote Link to comment Share on other sites More sharing options...
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