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gamedeviancy

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Everything posted by gamedeviancy

  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. 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
  4. 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; }
  5. EDIT: Nearly hijacked this tread. Post removed. Sorry.
  6. 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.
  7. Interface looks pretty sweet. But... can we have some sort of indication what platform(s) the developers intend to support for their games?
  8. Have you read Josh' blog? That's usually where the progress updates are posted... http://www.leadwerks.com/werkspace/blog/1-joshs-blog/
  9. 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.
  10. You could just have the project updater copy the files and change the extension before writing the new ones... App.cpp -> App.cpp.bak App.h -> App.h.bak Main.cpp -> Main.cpp.bak You could make this an optional setting in the Editor preferences for those who don't want it. Edit: Skipped over cassius' post. Does the Editor already do something similar to this?
  11. Came across this while watching some Blender tutorials... thought it was neat enough to share. http://www.the-blueprints.com/ Tons of front/side/top view blueprints for aiding in 3D modeling. You have to pay for the vector drawings, but the blueprints are free - and there are tons of them.
  12. gamedeviancy

    Expansion

    I also prefer the quickly available links. What about.... an organized list of links coupled with 1 big preview image, that changes depending on which link the mouse cursor is hovering over?
  13. gamedeviancy

    Expansion

    Sounds good. Hope you're ready to be assaulted with complaints/requests, Jorn...
  14. Why not? We need more games like this!
  15. Vulkan is the newly announced name for the next generation of Open GL (pretty much 5.0). It's an update to Open GL, but kind of something new in itself. They rewrote the API. Supposed to be organized a bit better now I believe.
  16. Personally I'd trash that 'trailer'. Or at least rename it as something else and make a new one. The trailer's narrative, info about indiegogo stuff, and the continuous motion rollercoaster ride through the levels kind of dulls it down. The trailer, for many potential buyers, is the first impression on your game. Right now it kind of sounds similar to your dev log, which is a sure way for many impatient users to just downvote your game. It's supposed to be a horror game, isn't it? Show some glimpses of suspense from the game. Maybe get a voice changer and narrate the trailer in some scary voice (or whatever tone blondie Satan has). Less talking though, and more experiencing the game. But otherwise, work so far looks good man.
  17. Oh come on... c r a p is a filthy word but Boner3D is a legitimate name for development tools? Sigh...
  18. Perhaps we need a community debugging map or project. Just something filled with a bunch of **** so we can start a 'Instability Video Thread' or something on this Linux/SteamOS forum (anybody try running leadwerks on steamOS?). We can all try to duplicate the errors in our various OS/desktop environments. If we could all visibly see what our complaints amount to, it could help to determine which problems are inherent in the Leadwerks software versus issues with a particular OS/desktop environment. Pointing out the problems inherent in Leadwerks so they can get properly fixed should help smooth out the Linux experience overall.
  19. Just puzzled by... /Leadwerks/Include/Classes/Steamworks.h It has Windows line endings... Side note: VR.h has some sporadic Windows line endings as well... Odd
  20. Ah ok. Would be a simple convenience thing if they wrote working drivers. I really do want to buy an AMD card, because Mantle sounds awesome. But I'm holding off for now until I hear better things about the drivers. My Geforce GTX 650 is sufficient at this very moment anyways.
  21. Yet under the "Important notes"...
  22. Why is it that AMD has 'Ubuntu' drivers and 'Linux' drivers? Something special about that unity desktop environment?
  23. A drive caddy might make your multi o/s drive switching experience easier... http://www.newegg.com/Product/Product.aspx?Item=N82E16817994143&cm_re=drive_caddy-_-17-994-143-_-Product I agree, dual booting sucks. Except my solution was to just abandon the o/s I preferred less. Not that you really have the luxury of even considering that choice.
  24. [RANT] You do realize O/S X is unix based right? If Linux is too much trouble for Leadwerks development, than you might want to stick to just supporting Macrohard. I haven't been using the editor much as my game is mostly procedurally generated. I purchased the Leadwerks engine so I could jump right into 3D without having to learn open gl right away. The conversation regarding Linux on these forums is making me feel uneasy. I'm quite used to the sentiment that "Linux is hard, just buy Microsoft or Apple guys", but it still pisses me off to hear it, especially from 'programmers'. I think the engine is pretty cool and there are a lot of neat projects coming from it, but I am a Linux user and only a Linux user. So if support for the O/S is dropped or degraded any further, I'm going to ask for a refund so that I may spend the money on an open gl book instead... [/RANT]
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