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About aiaf

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  1. Feels good to have game code that works and is flexible enough.Cool new features implemented in 10 minutes heh

    1. gamecreator


      Yeah.  I feel like works/flexible/efficient is the magic good coders work toward, for larger projects.  Good deal.

  2. Is there a way to disable physics completely in le4? I figured for what im doing i dont need physics. I read in the apis about setting mass to 0 : model->SetMass(0); Thanks
  3. aiaf


    I figured it out it was too dark ... finally haha , so new skybox and other improvements
  4. I noticed physic shapes (phy files) takes lot of time to load. Removing those for whats not 100% necessary should help.
  5. i spoke too soon The pick is ok. When i put the collapsed mdls in game , some have a green color all over the model ... other are just black area with some texture seen through When i put back the old mdls without collapse all looks good grey asteroids with textures. Any idea ? really annoying //Leadwerks Material File blendmode=0 castshadows=0 zsort=0 cullbackfaces=1 depthtest=1 pickmode=1 depthmask=1 diffuse=0.20000000,0.20000000,0.20000000,1.00000000 specular=0.501960814,0.501960814,0.501960814,0.501960814 alwaysuseshader=0 roughness=0.50000000000000000 mappingscale=1.00000000,1.00000000,1.00000000 drawmode=-1 shader="Shaders/Model/diffuse+normal.shader" texture0="./asteroidmobilee_diffuse.tex" texture1="./asteroidmobilee_normal.tex"
  6. I found a workaround, i use TOOLS -> Collapse in the editor and now the pick and keys are ok.
  7. Sure, i attached a test, output on console for mouse click: lep-master.zip
  8. Yes it detects the entity if no key check, i put a print. Here is how i add the keys: for(int i=0; i < masrmax; i++) { mas.push_back(new MissileAsteroid(unitexpmat, GetPointOnSphere(currentUnit->GetModel()->GetPosition(), 10, Math::Random(0, 360), Math::Random(0, 360)), currentUnit->GetModel()->GetPosition(), false)); mas->GetModel()->SetKeyValue("mas" , String(i)); } Inside MissileAsteroid constructor: //model = Model::Box(0.1, 0.1, 0.1); model = Model::Load("Models/Asteroids/AsteroidMobileE_LOD3.mdl"); model->SetScale(0.05); mass = 0.09; model->SetMass(mass); model->SetGravityMode(false); Shape* shape = Shape::Sphere(0, 0, 0, 0, 0, 0, 0.1, 0.1, 0.1); model->SetShape(shape); shape->Release(); Did some debugging below the phases i was interested in Creation of model: model -> entity -> shape In both cases the shape object is initialized ok. Nothing strange here. Pick of entities: pickinfo -> entity keys shape -> aabb I think the aabb is used for physics and maybe to detect picks. shape is null in case of the asteroid model load. keys does not contain the value i added (just a key name with value name of model). Not sure if related to the shape , some exclusion may happen inside for a reason, for sure the keys are not there.
  9. Hello Have a problem with pick info an entity, i have setup a keyvalue on the model. if (pickinfo.entity->GetKeyValue("mas") != "") { System::Print("hit"); int val = stoi(pickinfo.entity->GetKeyValue("mas")); if (window->MouseHit(1)) { System::Print("hit"); console->mas[val]->DecrementHps(); } } Code above works if i use a boxes (Model::Box) model = Model::Box(0.1, 0.1, 0.1); If i use a model like below: model = Model::Load("Models/Asteroids/AsteroidMobileE_LOD3.mdl"); model->SetScale(0.05); Shape* shape = Shape::Sphere(0, 0, 0, 0, 0, 0, 0.1, 0.1, 0.1); model->SetShape(shape); shape->Release(); The code doesn't detect anymore the mouse over the model. Any idea what is going on here ? im missing something.
  10. i arrive at 30 fps in Debug mode and i started to worry about performance ... ,  but no :) Release mode 250fps

    1. Marcousik


      That makes me curious... Do you have somewhere a video gameplay to check what kind of game?

    2. aiaf


      I have very low poly count on screen (like 200k), but even with that i think it looks ok.

      I didn't arrive to the main gameplay but should give an idea:

      https://www.dropbox.com/s/y7kwqzhflur8bnr/test 2020.06.13 -

    3. Marcousik


      Yeah cool, gave me Nice feeling and immersion seems really good, you will need a solid tutorial but yes fascinates me at first

  11. Thanks for link was interesting to look. I assumed that the games of the era were written in c , but yeah c++ is old also
  12. aiaf


    A bit long to explain by text i try. Basic idea you are in space have a base (the middle cube thing) and are under attack by some enemies (i have a nice background story). The base can be expanded with components or other bases (little cube and sphere you can see in screenshot). There are 2 phases to each game: Detection phase: Certain types of enemies are spawned randomly near you , and they have some detection spheres. If you are inside the spheres you start to be detected. In mean time you need to scan and destroy this enemies and also take care of economy , mine asteroids produce energy etc. Main attack phase: You are fully detected and the main attack begins.Lots of enemies with different effects. The enemies are cloaked so you need to use a scan mechanic to see what type they are. Like missiles spawners, decoys, mines, energy neutralizers , hackers etc In mean time besides destroying as much as possible , the economy is very important. You really need to construct a jump drive and jump out, that will reset the attack till you get detected again and cycle restarts. Many more things but i try to paint a basic idea of what it does. This is somewhat inspired by Battlestar Galactica beeing attacked by the cylons, if anyone seen the BSG series. Ill put a video to show the first minutes of gameplay soon.
  13. aiaf


    First time i added some textures but im keeping the blue look i grow to like it. Also asteroids are no longer cubes, and those transparent spheres are detection markers for the enemy (can only be seen after a scanner is built).
  14. for Josh to see , https://gpuopen.com/effects/ this seems easy to integrate in an engine and provides better visuals

    1. gamecreator


      This is still one of Josh's best blog posts:

      I hope we have more (and more flexible) toys to play with in (new engine).

    2. JMK


      I actually use the Vulkan memory allocator lib from that site.

    3. aiaf


      The Contrast Adaptive Sharpening looks neat , in the comparison tool you can see so much more details from the textures.

  15. it took 4 years because i do this in my free time , which is not much lately ... i tried to create a nice look and feel without much textures. You do have some good points, Thanks Seems like somehow embedding the tutorial in the story is good idea , here is from starcraft 2: So much time has gone intro this that's its not even funny to compare to what i have Anyway i think mistake was to not think about the tutorial from the beginning , i will definitely take this into consideration for next game.
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