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Gonan

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  1. Start by creating a general map loading function, use it where ever you load a map, add logic to that function to detect if a uniquemodel file exists for that map. If it doesn't load the map, create a dummy progress bar, then create a file of the uniquemodels currently loaded. Animate the progress bar. Next time the function is called for that map a uniquemodels file will exist, get all the entities loaded, counts the number of unique models, use this when animating a progress bar during this loading stage. The model list file could use the name of the map + "uniquemodels" . Once written the whole process could be automatic for future projects.
  2. if you can draw, paint, sculpt, and what you produce is realistic, and is easily recognizable as the original object, then you have an artistic gift, and you could become a modeler. if you don't have these skills you can create "programmer models" , which are only good for testing game ideas, once its considered worth pursuing, you might decide to invest in purchasing models or a modeler. Even without the artistic skill, you may be able to create a good quality model, but it will take such a long time, that you wont be able to hold a modeler position, as no one will want to pay you to produce a model, when other modelers can produce several, to a good standard. I'm artistic more by trial and error, so producing something takes ages, and it looks ••••. Programmers can have a variety of skills, Most programmers will break a problem down into smaller steps that can be put back together to solve the problem. Two main schools procedural and object orientated. Once you learn one its hard to switch to the other, as you think about the problem in different ways. There are different programmer roles too. Application programmer, Systems programmer, software engineer, web developer. Different platforms , mobile, pc, console, mainframe, cloud. Different languages, compilers , shaders, assemblers, instruction sets, operating systems, databases, encoding eg, ascii, ebcedic. Big/little endian. 32/64 addressing. Reentrant programming, services, supervisor, device drivers. Games programming, where you are wondering around a 3D world, requires some special features, the main one is the main loop of the game needs to be able to complete a cycle in a limited amount of time, if your code takes 0.033 seconds you can only run at 30 frames per second. You need to keep the frame rate smooth, once the game is running, you can't have code suddenly taking longer, as it will appear jerky. All these things may seem daunting to someone starting out. But a new programmer will normally start on simple tasks, on one platform, no speed requirement. Learning to use standard routines, learning structured programming, or object orientated programming. Code reading with colleagues. After a couple of years, you may have covered files, relational databases, sql, sorts, standard utilities, debugging, tuning. So now you should know if programming suits you. If you are still eager to start game programming, you could try using a game engine like leadwerks, you need to decide if you want to study c++ or jump in with lua. If you already covered c++ and liked it chose it.
  3. try setting the account name to NickWashco rather than Nick Washco. I'm guessing the space is causing a problem for the shader loader.
  4. Create a new multiplayer project and the following files show up as Error: Failed to load after connecting to a new server on the debug log. 4.6 Leadwerks beta. Windows 10. …/Materials/HUD/crosshair.tex …/Materials/HUD/use.tex …/Materials/HUD/blood1.tex …/Materials/HUD/blood2.tex …/Materials/HUD/blood3.tex …/Materials/HUD/blood4.tex …/Sound/Player/flashlight_02_on.wav …/Sound/Impact/body_punch_03.wav …/Sound/Impact/body_punch_04.wav …/Sound/Player/pickupammo.wav …/Sound/Footsteps/Concrete/step1.wav …/Sound/Footsteps/Concrete/step2.wav …/Sound/Footsteps/Concrete/step3.wav …/Sound/Footsteps/Concrete/step4.wav …/Sound/Footsteps/Concrete/jump.wav These files do not exist in the C:\Program Files (x86)\Steam\SteamApps\common\Leadwerks Game Engine\Templates\ Common or Multiplayer Game folders. But they can all be found in the First-Person Shooter folders.
  5. I saw the Google Stadia announcement, cloud gaming, and its running on Linux, with Vulcan graphics, Havok. They seem to be talking about 2019 launch. Do you think this will be a game changer, will it make Linux more popular, and require more devs to be familiar with using a Linux platform?
  6. Over a period of time, these forums will collect lots of data. That data may remain relevant and be useful, or irrelevant and obscure relevant data. If nothing is done the irrelevant data will be more prevalent than the relevant. Thus making forums less useful to users. A knowledge management solution can help, but it needs some sort of data maintenance where user feedback keeps useful items, and relegates unhelpful items. Have you considered a knowledge management solution?
  7. Hi, I was wondering if anyone had combined animation sequences, with selecting bones to become controlled by ragdoll physics, as the character sustains injuries to arms, legs body and head. The existing character controller, simply reduces total health, and the dyeing sequence is selected when it drops below 0. However none of the injuries are fedback to the viewer, which would make fighting zombies more interesting.
  8. http://www.leadwerks.com/werkspace/topic/11065-monsterailua-function-scriptendattack-bug-fix/ This problem occurs when more than one monster is attacking you. Not sure if it was ever fixed.
  9. if you want to create a function that will not be sharing variables with other functions with the same name, are you thinking of having a using namespace convention?
  10. hi Josh, I can't find any reference to Actor in the API documentation, is this intentional?
  11. use a small radius point light source just in front of the light, so that it illuminates the headlight.
  12. sorry I assumed that each task was on a thread, running independently. I was suggesting that if you had more active threads than cpus, you would experience contention for those cpus. You would see this in the performance stats, as context switches, which will cause the current context to be saved, and another loaded. If this happens a lot you are loosing useful cpu processing power.
  13. as each thread is doing a smaller subset of the work, you are probably getting more cache hits, are you also using thread affinity on your busiest threads to stop them context switching.
  14. Have you tried turning off lua sandbox mode? Then are you getting the same results?
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