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tipforeveryone

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About tipforeveryone

  • Rank
    Advanced Member
  • Birthday 04/11/1989

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

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  1. 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 ?
  2. 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!
  3. 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
  4. LOL I have built my own UI system in C++ which can handle any type of language. i dont even use Leadwerks GUI
  5. tipforeveryone

    Evolution

    Please make UI editor happen
  6. Thanks !! additional question, with vector.clear(), will the vector be wiped out from memory ?
  7. 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 ?
  8. Whhoo whoo, after 3 years with Lua, now I am feel confident to using cpp for my game.!

    1. aiaf

      aiaf

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

  9. I realized that actual window size is smaller than input size in Window::Create(), why ? This does not happen in Lua game
  10. 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()
  11. wow how could you create that road !! look awesome
  12. 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?
  13. 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
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