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About tipforeveryone

  • Rank
    Advanced Member
  • Birthday 04/11/1989

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  • Location
    Hanoi, Vietnam
  • Interests
    3D Game making, Drawing, Playing games

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  1. THIS ISS... JUST>>> AWESOME and emotional to me! Thank you!
  2. Hmm.. I found out the problem is not Time functions stuff, it is Point() and AllignToAxis() which I used to make character model turn to player position. are they expensive ?
  3. please give me an example and yes, single player game
  4. Situation: I have 20 enemy characters in a map. Goal: Everytime I fire a weapon, some of enemy who are in range from my position can hear and reaction after a small period of time (ex: 2 seconds - 2000ms) Current solution: Each fire shot calls a function Gun_Sound(), this function will scan all enemy character and if in range, call character's function Sound_Reaction() for (auto it = enemyList.begin(); it != enemyList.end(); it++){ if ((*it)->GetDistance(myPosition) < range){ (*it)->Sound_Reaction(); (*it)->reactionActive = true; (*it)->timeMark = Time::GetCurrent(); } } To simulate "reaction" feature of character, I use this popular method //This function is put in UpdateWorld() of each Character Actor Class void Character::Sound_Reaction(){ if (reactionActive){ if (Time::GetCurrent() - timeMark > reactionDuration){ //reactionDuration can be 2000 for example reactionActive = false; //stop and finish reaction process //Do some code } } } Problem: iterating through characterList each shot is ok, but each time I fire weapon, that Sound_Reaction() with Time calculation stuff drops my FPS dramaticaly. As my expectation, I don't think it can make FPS worse like this. Questions: Is there any better solution to scan enemy in range ? I wonder if I have more enemy (50?), must I iterate through all of them each time I shoot to collect in-range one? Is there any better solution for character reaction ? depend on time like I need
  5. I use ifstream to read a file which I used to save some configuration data ifstream weaponData("Data/Weapons.dat"); while (weaponData >> configVariable1 >> configVariable2 > ...){ //Some code } I included *.dat files in to publish process and I got them in data.zip succesfully. But it seems published game can not read those files. But if I create a same folder structure outside zipped package, my game can read it normally How can I use ifstream to read files in zipped package ?
  6. I spent a whole week for learning UE4 with cpp, yep, UE4 is a great engine for sure, but I found out that my mind could not understand the way UE4 works easily. It is too complex and made me tired. Then I returned to my Leadwerks project and felt so familiar. Soooo... sweet, everything is simple as it is It felt like I have had a long trip to UE city then return to my hometown. I miss Leadwerks indeed. Last year, I thought I could only use Leadwerks with LUA and never touch its CPP side. But I tried my best, learned Cpp for 8 months. Now I am not a cpp pro but I am confident in using this language. At least I can rewrite my whole project in CPP instead. this 3-years project helped me to understand my potential and interest in gamedev. I wish Josh be successful in progress of making Turbo, a new hope for much better Leadwerks. To all people who are using Leadwerks and help me these years, love you. ... Peace!
  7. Leadwerks has some disadvantages but overall being a perfect choice for 3d Indie game developer. For a remaster of Fallout New Vegas, I don't think Leadwerks can handle
  8. LOL I have built my own UI system in C++ which can handle any type of language. i dont even use Leadwerks GUI
  9. tipforeveryone


    Please make UI editor happen
  10. Thanks !! additional question, with vector.clear(), will the vector be wiped out from memory ?
  11. I have this code std::vector<Texture*> spriteSequences; for (int i = 1; i <= 20; i++) { Texture* texture = nullptr; texture = Texture::Load(folderPath + "/" + String(i) + ".tex"); spriteSequences.push_back(texture); } in Destructor of my class MyClass::~MyClass() { delete[] spriteSequences; //this is not working } How can I delete a vector of Pointer ?
  12. Whhoo whoo, after 3 years with Lua, now I am feel confident to using cpp for my game.!

    1. aiaf


      gogo! , coming from c++ side i started to like lua, is really good for fast iterations/prototypes

  13. I realized that actual window size is smaller than input size in Window::Create(), why ? This does not happen in Lua game
  14. I created my project in cpp from scratch, and here is the code I used in main.cpp #include "Leadwerks.h" #include "GameControl.h" using namespace Leadwerks; int main() { iVec2 gfxmode = System::GetGraphicsMode(System::CountGraphicsModes() - 1); gfxmode.x = Math::Min(700, gfxmode.x); gfxmode.y = Math::Round(gfxmode.x * 9 / 16); Window* window = Window::Create("CSCDVMP cpp", 600, 600, gfxmode.x, gfxmode.y, Window::Titlebar); Context* context = Context::Create(window, 0); World* world = World::Create(); Pivot* gameControl = Pivot::Create(); GameControl* actor = new GameControl(); //this actor has PostRender() which I used to draw image gameControl->SetActor(actor); while (true) { if (window->Closed() || window->KeyDown(Key::Escape)) return false; Time::Update(); world->Update(); world->Render(); context->Sync(); } return 0; } In PostRender() function of my actor Context::GetCurrent()->DrawImage( myimage, Window::GetCurrent()->GetWidth() - myimage->GetWidth(), 0, myimage->GetWidth(), myimage->GetHeight() ); as my expectation, myimage will be displayed on the top right corner of screen, but this look like this instead window size seems to be larger than actual game display. It is ok if I use Window::FullScreen in Window::Create()
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