Jump to content

gamedeviancy

Members
  • Content Count

    48
  • Joined

  • Last visited

Community Reputation

17 Good

About gamedeviancy

  • Rank
    Advanced Member
  • Birthday 03/30/1988

Profile Information

  • Gender
    Not Telling
  1. The desktop mode in steam o/s is more suited for maintenance or transferring things to your system, etc. Last time I played around with it, all of the system's audio was dedicated to the steam big picture mode side of things. And the big picture mode was either a separate user or on a separate visual desktop... something like that. I couldn't use teamspeak, as I couldn't access the audio. I don't think audio worked in other applications as well, on the 'desktop' side of that particular o/s - if I can remember correctly. For game development, I'd go with Ubuntu simply because it offers support to its large user base and as a result many development tool authors strive to maintain compatibility with it. For playing games and other usage - maybe some portions of game development - I prefer Arch. It's simpler and faster. Sometimes you have to do a bit more work in setting things up, but I like it. I used Ubuntu for quite a while when I was first introduced to Linux.
  2. Yea I started working on the modeling portion of my project and decided to install Ubuntu alongside my native linux O/S to check if the editor ran any better. The model editor was completely broken on my native O/S. Having the issues described in this thread on Ubuntu.
  3. http://www.cpubenchmark.net/ Good place to compare some CPUs and GPUs and other things amongst eachother in terms of price and some performance benchmarks...
  4. Well... until next year when they start the ball rolling with the open source drivers for the 300 series/ R9 285. I want a new card now but I'm holding off for the open source drivers before i make a purchase
  5. I cannot for the life of me figure out why I can't draw this silly image to the screen. Checked the path to the texture file, it was generated from LE from a PNG fine.... #include "App.h" using namespace Leadwerks; App::App() : window(NULL), context(NULL), world(NULL), camera(NULL) {} App::~App() { delete world; delete window; } bool freelookmode=true; Texture* sidebar = NULL; bool App::Start() { //Initialize Steamworks (optional) /*if (!Steamworks::Initialize()) { System::Print("Error: Failed to initialize Steam."); return false; }*/ //Create a window window = Leadwerks::Window::Create("StrategyGame", 0, 0, 1920, 1080, Leadwerks::Window::FullScreen); //Create a context context = Context::Create(window); //Create a world world = World::Create(); //Create a camera camera = Camera::Create(); camera->Move(0,50,0); camera->SetRotation(75,0,0); std::string mapname = System::GetProperty("map","Maps/start.map"); Map::Load(mapname); //Load UI sidebar = Texture::Load("Materials/Shadowless/menubar2.tex"); //Move the mouse to the center of the screen window->SetMousePosition(context->GetWidth()/2,context->GetHeight()/2); return true; } bool App::Loop() { //Close the window to end the program if (window->Closed()) return false; //Press escape to end freelook mode if (window->KeyHit(Key::Escape)) { if (!freelookmode) return false; freelookmode=false; window->ShowMouse(); } if (freelookmode) { //Keyboard movement float strafe = (window->KeyDown(Key:) - window->KeyDown(Key::A))*Leadwerks::Time::GetSpeed() * 0.5; float move = (window->KeyDown(Key::W) - window->KeyDown(Key::S))*Leadwerks::Time::GetSpeed() * 0.5; float rotate = (window->KeyDown(Key::Q) - window->KeyDown(Key::E))*Leadwerks::Time::GetSpeed() * 0.5; camera->Translate(strafe,0,move); camera->Turn(0,0,rotate); } // UI context->SetColor(0,0,0); context->Clear(); context->SetColor(1,1,1); context->DrawImage(sidebar,0,0); Leadwerks::Time::Update(); world->Update(); world->Render(); context->Sync(); return true; }
  6. EDIT: Nearly hijacked this tread. Post removed. Sorry.
  7. gamedeviancy

    Lockdown

    [LINUX] Still particular areas of the map where if you rotate, and move, movement is incremented/decremented by 1 instead of 2, leading to grid misalignment. Still takes many clicks to activate items.
  8. Blender is open source software. The goal of this is simply to reach more users (free advertising for a free product). If you want to add something to blender, learn how to contribute to the open source world. Don't be a turd by trying to profit off of humanitarian work. EDIT: It doesn't have workshop integration anyways. And neither should it.
  9. Interface looks pretty sweet. But... can we have some sort of indication what platform(s) the developers intend to support for their games?
  10. Have you read Josh' blog? That's usually where the progress updates are posted... http://www.leadwerks.com/werkspace/blog/1-joshs-blog/
  11. gamedeviancy

    Lockdown

    Now I can see the fire... unless I'm looking directly at it...
  12. Very cool, good reasons to purchase my first non-Nvidia GPU later this year perhaps. Ok well, other than the 3dfx card I used to have... but that's a different story.
  13. gamedeviancy

    Lockdown

    Running on Linux.... I don't see the fire either. Also... I can pick up items with f, and see them placed in the inventory. However I can't use them. Clicking on both the flashlight and the fire extinguisher do nothing. So I'm stuck in the first room...
  14. If you start with an empty terrain and just use 1 texture, by double clicking on Layer 1 -> Diffuse, it should cover the entire terrain piece.
×
×
  • Create New...