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Rick

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About Rick

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  • Birthday 12/04/1979

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  1. Rick

    Fun with Stateless API

    I suppose the closest you could get is having static methods on the class that do the same thing as your straggler C methods. Might help with intellisense to have that instead of having to remember?
  2. Rick

    Fun with Stateless API

    For 2, in the C++ realm isn't it kind of "ugly" to have straggler C functions?
  3. Rick

    Fun with Stateless API

    Just to play devils advocate, instead of having global functions like CreateBox() CreateCamera() and passing in the world, what about functions tied to the world itself like world->CreateCamera(), world->CreateBox()?
  4. Rick

    Q: Is there a way to call a C++ script from a Lua script?

    Why are you thinking you need to do C++ to do those 2 things? You should be able to do that in lua itself. Nevermind I guess achievement code is only in C++
  5. Rick

    access lua table in Script:Start()

    "My goal is place some boxes at the position of some pre-placed pivots" You stated a goal but I wonder if this is the entire goal really? Why do you want to great a global variable to store these in? To reach your goal just make a Box script and attach it to the pivots and inside it's Start() it makes a box at self.entity position. That would reach your goal.
  6. Rick

    How to damage yourself? (using the Player script)

    Attach the entire script. It'll be easier to see what's wrong.
  7. Rick

    Good genre to start with?

    I agree with tip. I always thought escape room would be good. From a programming perspective it's easy (just tedious setting things up).However it requires a fair amount of art.
  8. I describe how you can do this here.
  9. Any game tournaments coming up?

    1. Show previous comments  7 more
    2. Josh

      Josh

      I can't do it right now. I am working on three NASA projects and two game engines.

    3. CangoJoe

      CangoJoe

      Perhaps create a new 'Tournament Volunteers' Project to seek volunteers from the Leadwerks community to help organize tournaments and offload whatever task you can to them (judging, announcements, etc...)

       

    4. Josh

      Josh

      We will return to this when I have a staff to help me. We know now how to motivate people. The progression of prizes is very cool. That should be formalized a bit and turned into "achievements" that appear on your forum profile.

      Until then I am handing this back to the community, as it originated.

  10. User driven content is the answer and it's what more and more games are moving to. Let your users create the content. Just provide them with terrain and veg. The ability for users to build in game has really taken off and it's only getting stronger. I always thought it was odd how physics is always taking up cycles on objects that can't possibly be hit by anything just by existing. Seems you'd only want a small moving section around something that is moving to check things directly around it. If you gridded out the terrain, a player walking around would only need to check collisions with a 3x3 grid around it with it in the center grid at all times. Dynamically load the 3 grids and unload the other 3 grids as the player moves around. I would think the same ideas of a 3x3 gird could be done for actual terrain chunks. Loading/unloading as they player moves around. There is no need for things to happen in unloaded terrain chunks in real-time. When one gets loaded it just may needs to know about some state variables so things inside of it can adjust accordingly. Push a button in 1 grid that should cause x to happen in an unloaded grid? That state variable is set (and stays with the player) and when grid x is loaded whatever entity is on it checks that state variable and puts itself in whatever state it needs to show the effect. So terrain state variables become special and whenever a terrain chunk is loaded all entities on it have a method called which has all state variables available to it so they can do what they need to do based on the value of the state variable.
  11. Rick

    urWorld

    Banished from your home town, dropped in the middle of the woods left for dead. Use your skill and cunning you attempt to survive the elements; hunt, and keep safe. Environment: The environment can be your best friend or worst enemy. You must use it's resources to help you survive Weather: The weather is constantly changing. Protect yourself from the elements by building shelter. Crafting: Whether it be a creating a tool, or a log cabin. Items you collect can be mixed together to create something new. Tools: Increase your productivity with tools or make a previously impossible job possible. Once made you will need them to work the land. Vitals: The woods are unforgiving you must make sure you take steps not to freeze, starve or injured. Food: Refine your hunter/gatherer instincts by finding food in the forest and fill your stomach. Darkness: Beware the darkness. Terror lurks in the shadow of night. Controls: LMB clear area = Walk LMB Click on object i.e. foliage = Use LMB (Inventory Item) = Drag RMB (Hold) = Rotate camera RMB (Inventory Item) = Use/Equip MW = Zoom In/Out Open Inventory Window = I Open Crafting Window = C Settings Popup = O View full game
  12. Rick

    urWorld

    Banished from your home town, dropped in the middle of the woods left for dead. Use your skill and cunning you attempt to survive the elements; hunt, and keep safe. Environment: The environment can be your best friend or worst enemy. You must use it's resources to help you survive Weather: The weather is constantly changing. Protect yourself from the elements by building shelter. Crafting: Whether it be a creating a tool, or a log cabin. Items you collect can be mixed together to create something new. Tools: Increase your productivity with tools or make a previously impossible job possible. Once made you will need them to work the land. Vitals: The woods are unforgiving you must make sure you take steps not to freeze, starve or injured. Food: Refine your hunter/gatherer instincts by finding food in the forest and fill your stomach. Darkness: Beware the darkness. Terror lurks in the shadow of night. Controls: LMB clear area = Walk LMB Click on object i.e. foliage = Use LMB (Inventory Item) = Drag RMB (Hold) = Rotate camera RMB (Inventory Item) = Use/Equip MW = Zoom In/Out Open Inventory Window = I Open Crafting Window = C Settings Popup = O
  13. Will this be available through Lua in LE 4.6?
  14. That's why I'm confused as to why you said generated script. No lua script needs to be generated for visual coding really. That's all just configuration of what hooks to what. Code generation adds another layer into the mix.
  15. I'm not following why you want to programmatically generate a script to do this specific game requirement. With the idea of connecting functions to 'events' that's just configuration information between generic/reusable user created scripts that is ran when the starting 'event' is triggered. If you're thinking about a per-entity flowgraph, all you need is the information of the entity, attached scripts, and the connecting information. After all that is loaded, read a text file that stores the config of what hooks to what and since lua is so flexible that string information in the text file should be able to be setup since everything in lua can be accessed with it's string name. So let's imagine entity1 has a health script, sound script, postprocessing script attached to it. The per entity flowgraph could just be a text file config file I would think. When saving you're saving the 'event' variable name and what script it belongs to and the called function and what script that belongs to. All that information can be stored as a string and read back as a string and then you can get all the actual lua objects from their string names. So not following the idea of generating a script to do this functionality.
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