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Everything posted by tipforeveryone

  1. Or: just attach a normal character model (a duplicated asset) with this material setting, I used in my project too
  2. It is useful for IK Foot Placement to prevent this
  3. How about IK system ? which can make character left hand to be attached to a grip of gun, or even 2 hands weapon like long axe
  4. I am making a Tactical FPS, like Rainbow Six Ravenshield or Swat 4, this is an example of my game, it is outdated, I am gonna release a new demo of current dev in this April. stay tune
  5. Can I try some of your Unity games ? My project on Leadwerks is almost finished
  6. Thanks guys, by I figure out the best way to get the goal. 1. Only create model of whole structure 2 Create another version with only basic shapes the use it as physic mesh 3. Create other elements of building as sperated models with their own physic mesh 4. Put them together. Here is the result
  7. Thanks guy, I have fix my problem by doing what @Marcousik said. and it ok now
  8. This is how I setup the scene to reproduce, Case 1: Rotate and Scale a box brush to make 2 ramps object (Green one) Case 2: Combine 2 Wedges to make the same as Case 1 (Gray one) When I control character to walk on the edge, both cases cause character act weird, here is the video Is there any good way to solve this problem ?
  9. I have a plan to put a building into game, I wonder which is the best way to do that, I thinkabout some solutions but doubt about physics performance as well 1. Import a whole building model in blender (rooms, walls, stairs, roof etc), then create a physic mesh to apply to it. my character will move around inside the building with its physic mesh. 2. Create each elements of building in blender (stairs, walls, columns, roof as sperated meshes), import into game, reposition those elements to construct whole building, each element has it own physic mesh 3. Import whole buildi
  10. Ok, fire fighter simulator game is in my mind now !. water flow to kill fire !
  11. THIS ISS... JUST>>> AWESOME and emotional to me! Thank you!
  12. 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 ?
  13. please give me an example and yes, single player game
  14. 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)->time
  15. 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 ?
  16. 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
  17. 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
  18. LOL I have built my own UI system in C++ which can handle any type of language. i dont even use Leadwerks GUI
  19. tipforeveryone


    Please make UI editor happen
  20. Thanks !! additional question, with vector.clear(), will the vector be wiped out from memory ?
  21. 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 ?
  22. 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

  23. I realized that actual window size is smaller than input size in Window::Create(), why ? This does not happen in Lua game
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