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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. 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
  2. LOL I have built my own UI system in C++ which can handle any type of language. i dont even use Leadwerks GUI
  3. tipforeveryone


    Please make UI editor happen
  4. Thanks !! additional question, with vector.clear(), will the vector be wiped out from memory ?
  5. 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 ?
  6. 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

  7. I realized that actual window size is smaller than input size in Window::Create(), why ? This does not happen in Lua game
  8. 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()
  9. wow how could you create that road !! look awesome
  10. I put some Pivots in Editor around my map and attach a script to each of them, here is the script function Script:Start() self.entity:SetKeyValue("type","spawnPosition") end In spawn.php //#include <iostream> was on top //#include <list> was on top std::list<Entity> spawnPosition; for (int x = 0; x < world->CountEntities(); x++) { Entity* entity = world->GetEntity(x); if (entity->GetKeyValue("type") == "spawnPosition") { spawnPosition.push_back(entity); } } and I got this error Severity Code Description Project File Line Suppression State Error C2664 'void std::list<int,std::allocator<_Ty>>::push_back(const _Ty &)': cannot convert argument 1 from 'Leadwerks::Entity *' to '_Ty &&' CSCDVMP d:\google drive\w3ateam\game development\cscdvmp\projects\windows\playerclass.cpp 160 what is the right way?
  11. I return to leadwerks cpp learning process and I did not find any example file like in tutorial, so that I can't learn from it https://www.leadwerks.com/learn?page=Tutorials_CPP_Actors This should be fixed. or the example code should be put into this tutorial page, maybe Josh is too busy to fix this
  12. Anyone remind me a function which returns animation ID of a model by input Animation name? something like this: local animID = model:GetAnimationID("running_loop") I think this function is not in document but it exists I remember that Josh told me about it once
  13. copy that "Failed to load texture..." line here. I don't get which texture loaded fail
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