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catch22

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About catch22

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    Advanced Member

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    Male
  • Location
    California
  • Interests
    Code. Games. Guitar.

    Jesus Christ.

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  1. Scope and the mundane are probably the biggest killers. IE: don't set out to make an MMO for your first game. Do some jams first, or weekend warrior projects. An artist once told me to put down a project and move onto another one when you get too close to it. Worrying about the little details to the point you don't make progress for a few days. Just switch to another part of it, or something different. If you stop making headway and progress, motivation plummets. Always move forward, if something is blocking you, work on something else that gives progress to re-ignite your motiv
  2. Seems Lua doesn't have a modulo operator prior to 5.1 (not sure what LE is at the moment). a % b == a - math.floor(a/b)*b You can also try math.mod or fmod. from: https://stackoverflow.com/questions/9695697/lua-replacement-for-the-operator
  3. If you guys are doing networking, I highly recommend at least going through gaffer's write ups. He did the Titanfall series networking, and some other AAA titles, I think. https://gafferongames.com/
  4. A function that expects a return value. so for example... main { var x = hello(); print(x); // outputs 1 } int hello() { return 1; }
  5. Well, substance is PBR and current Leadwerks isn't, so yeah, you'd have to adapt the mapping. For LE's stock shaders, anyhow. You could implement or find your own shaders though. Export the diffusals and merge them in your photo editor, then import them and make your own materials and normals in leadwerks? I know this works in 3dcoat, and the last trial version of SP I used it had an export layers to pshop option as well. I think the key is going to be which shaders you assign them in Leadwerks, you're probably just going to have use a more manual workflow with the materials.
  6. I'm not sure designing an API around how intellisense works makes any sense whatsoever. The engine is C++ and thus object oriented, there's no reason the scripting language for the engine shouldn't reflect that. I wouldn't go out of my way to obfuscate it. At the end of the day you can just provide both, if it really concerns you? Both of your examples are procedural anyway, one just uses methods/properties and the other has standalone functions, so you're basically talking a style thing -- which should strictly be up to programmer using it, I'd think. Ultimately you'd need to dec
  7. Nah, it had them. Poke, for example. It was hell to do, but it was possible. "Sprites" were just you changing pixel colors in batches/subroutines. If memory serves, that is. Good times.
  8. It's not more popular because people are sheep. They flock to "industry standards" whether those are even worthy of being standards or not. I used to work in middle ware and most people won't or can't make use of most features software packages are capable of putting out. They need waaaay less than what they chain themselves to. All the bells and whistles are just to get more people to use it, broader audience. Unity and UE4 are a terrible option for a majority of people who struggle to use them. Anyway, I don't like game makers. I'm not a child. I also hate bloat and feature creep
  9. I got an NES when I was 6 for Christmas. I remember when I first played it I wondered how it worked, and wanted to make my own. I had a Commodore 64 growing up after that, where I made a bunch of mini games in the BASIC shell it had. I learned pascal in high school after that, and moved onto C and C++ in my own time. I did a few small contributions to ClanLib. I wrote a couple OpenGL ortho2d engines back in the day. I used to use python as a mockup language for prototyping ideas, since it translates well to C++. I was hired by Simutronics to work on HeroEngine/Hero's Journey, wh
  10. First, I'd like to say, I am not an artist. I'm a programmer who does art to get by 😃 One issue I struggle with is textures being seamless between separate "modular" dungeon pieces. This is like walls and such. The problem I'm having is with texture scaling when making my unwraps and using textures for the sub parts of the model. It's very hard to unwrap each modular set piece and then like, stencil in the textures, because they'll never line up; the scale in the uv could be off, etc. I ended up making basically making a small texture atlas because then my texel to unit ratio is
  11. I was bored. I wrote something in a few minutes. It's a mockup, I dunno? It works anyhow. I'm using EventEmitter I posted the other night in that other thread. https://gist.github.com/rioki/1290004d7505380f2b1d Or just ignore my ->on and ->emit stuff in the player class. It's just a callback function anyway. main loop: long currentTime; long dt; long lt; while (true) { if (window->Closed() || window->KeyDown(Leadwerks::Key::Escape)) return false; Leadwerks::Time::Update(); currentTime = Leadwerks::Time::GetCurrent(); dt = currentTime - lt; lt
  12. catch22

    GLTF Loader

    You've said crazier things?!
  13. Well, I cannot speak for him of course, but that was 2 years ago and still nothing. It seems people just measure it themselves. I'll be doing this soon myself since animation is my next milestone...... Not a big fan of lua for core stuff like player controlling, so yeah. If I write something of use before you have a solution, i will gladly share it.
  14. Note the comments: Josh says that's only a lua function.
  15. catch22

    GLTF Loader

    Wonder how long till someone YAMLs or BSONs it for file size? JSON is great, I work with it everyday, but it's it's a little heavy around the waist since it's notation/markup is a bit excessive. Being a Ctype struct expression, it moves between languages very easily as well. Now we should ditch lua and go javascript rite? hue
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