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aiaf

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Everything posted by aiaf

  1. Will this work from c++ ?
  2. A strange implementation of a linked list (was really confused first time i saw this) , from linux kernel https://github.com/torvalds/linux/blob/master/include/linux/list.h
  3. Im interested to do this.
  4. aiaf

    Documentation Update 2

    Searching works pretty well. But where are the c++ examples ?
  5. LensFlare *anomally = LensFlare::Create(); anomally->SetPosition(0, 3, 0); anomally->SetRange(100); anomally->SetRadius(0.1, 10); Material *lfm = Material::Load("Materials/Effects/lensflare.mat"); anomally->SetMaterial(lfm); I dont understand how to use lensflare.I have a static white sphere with the code from above. what am i missing here ? Need to have something like this:
  6. Works! Should be added in api documentation: http://www.leadwerks.com/werkspace/page/api-reference/_/math/
  7. It should have is confusing. Thanks for help, seem ill use the c++ random facilities.
  8. Yes and i use the current time as a seed.Still it doesnt change the values. Below is a pseudo random generator from c++, it doesnt behave as Math::Random i just tested: std::random_device seed; std::mt19937 gen(time(NULL)); std::uniform_int_distribution<int> dist(0, 360); for (int i = 0; i < 5; i++) { printf("%d ", dist(gen)); }
  9. Have a look at the output of this program run for a couple of times: int main(int argc, const char *argv[]) { srand(time(NULL)); for (int i = 0; i < 5; i++) { printf("%d ", rand() % 360); } printf("\n"); for (int i = 0; i < 5; i++) { printf("%f ", Math::Random(0.0, 360.0)); } 159 153 117 103 57 293.300507 48.771721 326.085083 300.603088 45.715256 168 350 54 276 33 293.300507 48.771721 326.085083 300.603088 45.715256 181 136 214 26 243 293.300507 48.771721 326.085083 300.603088 45.715256 I dont understand what happens with Math::Random, it returns the same numbers. Using rand%360 looks ok.
  10. Cool idea Maybe think about doing the game battleships later, to show simple multi-player. I really liked r-type.Aside from that golden axe, double dragon, contra, punisher.
  11. I searched the forums for a way to read all file names in a directory. Didnt find any method. http://www.leadwerks.com/werkspace/page/api-reference/_/filesystem/ Want to request a function that return the names of the files in a directory(c++). Would like this in leadwerks ,i know there are other options: fs::directory_iterator but only available in standard c++17 boost (which i dont want to use) write your own for each platform
  12. aiaf

    Website Updated

    Really nice, responsive design works reading from Android phone. Tutorials and community pages feels a bit off, can see is the old site looks bit different.
  13. good luck with the project looks well Have a look at this tool it catches all kind of programming errors related to memory and works on windows also: http://www.drmemory.org/
  14. Thanks seems im tired and lazy, i wanted a window->MouseWheelHit() event
  15. Hi, Im getting the mouse wheel index(in the main loop) and use this in a menu: selectedDirection = (int)window->GetMousePosition().z; There is a function, or other way, that detects that Wheel moved ? Something like: if(window->MouseWheelHit()) { do something }
  16. aiaf

    Marble Game Template

    Hidden traps and different paths to go forward Then some kind of time travel mechanic, time travel in future play the game by choosing a path for some seconds then go back in time where you started. Now you know where some of the traps are, this probably needs some kind of limitation to not use all time.
  17. aiaf

    The path we are on

    This templates could work, to attract people in and show off what the engine can do. After people are in and start learning i think next problem is the graphics assets.Unless they have friends good at this it will be a problem.Here i think to have more procedural generation in the line of the vegetation system.Generic things like clouds or better water. I think people should not be underestimated, i became a programmer because of a book i read in childhood about basic describing a simple adventure game with source code
  18. aiaf

    Emitters

    Random rotating emitters can give really nice results. Several emitters as child to a rotating model.
  19. aiaf

    Looking further

    Well here the mining mechanic video, no ideea how to embbed videos on this site.
  20. aiaf

    Looking further

    A few times i verified the same reference got passed through a couple of classes in the place where was needed. Once i verified how the reference counting works for Emitters.Had problems in certain edge cases i was deleting NULL pointers.Or creating multiple Emitters on MouseHit. Also for something like this: if (Object::GetAddress(console->ast->GetAsteroids()[i]) == Object::GetAddress(pickinfo.entity)) { currentIndex = i; break; } I usually use Entity SetKeyValue for identifying things, for asteroids i was lazy doing like above.
  21. Ive decided to plan better and fix milestones so i can actually finish this game, the main problem is lack of time.But i have patience. I got a domain and in the process to setup a website and a blog.The plan is to have a small release every 15 days. Will see how it goes, it would be nice to work full time on this but not possible at this time, still have to go to work for a living. Currently im about to finish a somewhat starcraft like resource gathering mechanic. A mine has a 1 transporter that gather resources from asteroids. I limited to just 1 resource transporter per mine so that the user has incentive to expand (build mines) for more resources. Will come back with a movie. For development stuff i want to say Object::GetAddress method is great. Besides the debugger, really helped to investigate some strange crashes. http://www.leadwerks.com/werkspace/page/api-reference/_/object/objectgetaddress-r26 Cya
  22. aiaf

    Emitters

    I use brute force method i stay in the editor and tweak emitter settings till i find something i like. A catalog of good effects would be nice.
  23. Cool setup, what software you use for recording video ?
  24. I used PhysicsSetPosition to do the forward/back animation. if(forward) model->PhysicsSetPosition(targetPosition.x, targetPosition.y, targetPosition.z, 0.01); if(!forward) model->PhysicsSetPosition(startPosition.x, startPosition.y, startPosition.z, 0.01); if (forward && model->GetPosition(true).DistanceToPoint(targetPosition) < 0.05) { forward = false; } if (!forward && model->GetPosition(true).DistanceToPoint(startPosition) < 0.05) { forward = true; }
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