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Posts posted by tipforeveryone
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The line Player player2; is useless for this example. should it be removed ?
https://www.leadwerks.com/learn?page=Tutorials_CPP_Classes
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More here, I think it should be "monster" in the second red rectangle
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Hi, I post this here instead of Discord, suggested Josh.
https://www.leadwerks.com/learn?page=Tutorials_CPP_Operators
and https://www.leadwerks.com/learn?page=Tutorials_CPP_Loops
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Hi @Marcousik
Would you mind replacing 2 videos in your signature section with 2 youtube link instead ?
Somehow it is harder to find information, when your signature is to big and getting others''s attention.
Thanks
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Finally, the solution is verysimple, just move the gun model far away from camera then adjust its FOV or Zoom, muhaallalala
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3 minutes ago, SpiderPig said:
I would think that the simple checking of a few variables would have a small effect compared to executing a lot of code in your function. It depends also on what type of code your executing, but the later would be more efficient. It's also what I do in C++ to gain better performance.
Yes that function WithManyCalculation have many thing inside thanks
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I am optimizing my game's frame per sec and wonder which way of code has better performance
function Script:WithManyCalculation() --A ton of code end function Script:UpdateWorld() self:WithManyCalculation() end
and
function Script:Start() self.time = Time:GetCurrent() end function Script:WithManyCalculation() --A ton of code end function Script:UpdateWorld() if Time:GetCurrent() - self.time > 60 then self:WithManyCalculation() self.time = TIme:GetCurrent() end end
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5 hours ago, SpiderPig said:
You could not model the inside of the scope. That way you can see through the backfaces of the outside mesh. Might look okay... ?
This is a good idea but not perfect, in somecases, the scope model has detail when look from outside but some of its faces still visible inside
8 hours ago, Josh said:It is possible they might have modeled it in a way to make it appear that way, like maybe it's actually really really short.
Thanks for your suggestion. I will try it
In old COD4, they really make an ACOG scope which player can see inside of it
And then in Modern Warfare 2 or 3
when not in aiming mode, this ACOG look so strange, so what is the real technique
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hmmm... I mean that scope looks like it was projected on screen only visible part of it. I will do some research
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I guess there is something to do with scope model itself, but no suggestion, seems only that scope has orthor view
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Yeah I will try to make one, but I wonder how did they do in game like Irsurgency sandstorm and many FPS game outthere
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Lol this is my blog, mate.
I want to improve some frame per second by not using another camera to render to texture.
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This is from Irsurgency Sandstorm
And this is mine
How can I make my scope model look Orthographic Projection like that
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Draw() and UpdateWorld() behaviors are the same when I put some code inside them.
"Script:Draw(): This is called the first time an object is rendered during a scene render." It sounds the same as UpdateWorld() to me. Is scene rendered each frame ?
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After reading document page here (https://www.leadwerks.com/learn?page=Tutorials_Lua-Scripting_Introduction-to-Lua)
I still can't figure out those functions usage.
Can anyone explain more clear ?
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I wonder how the performance is in 2 ways of using variables in lua.
Which one is better when there are many of pivots which can be attached script, each script has its own "self." variables
Method 1: Use table for everything
Script.table = {} --create masster table of scripts function Script:Start() table.category1 = {} table.category1.variable_1 = somevalue table.category1.variable_2 = somevalue ... table.category1.variable_n = somevalue table.category2 = {} table.category2.variable_1 = somevalue table.category2.variable_2 = somevalue ... table.category2.variable_n = somevalue end
Method 2: Use Script.variable only
Script.valuable_1 = something Script.valuable_2 = something function Script:Start() self.valuable_3 = something self.valuable_4 = something ... self.valuable_n = something end
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Thanks macklebee, your explaination is clear as daylight ! so detail. Finally I did it,
It took time to understand math in English ^^
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I remember first few months of using Leadwerks, I can implement a ragdoll in character bone system (using Joints). I love ragdoll physics when shooting some humanoid target, I guess I will use the same technique to my current game.
ragdoll is possible for current bone system (each bone is an entity) but how about Turbo ? Does that mean "NO HOPE" for ragdoll physic for new system.
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Just now, macklebee said:
Should be possible as it gives the orientation of the plane.
It sound sweet, then please help me with a simple fomula or steps to archive my calculation
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Oh I see, Thanks for pointing it out.
If there is one more vector (a) which have known Orange point position, and it is on the same plane with vector u and w (as figure image),
and a new beta angle which = 1/2 * alpha anglewill it be posible to calculate the Black position ?
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Here you are
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Thanks for you reply
All of Red, Blue, Black are in 3D and alpha is not a constant
Can you help me with a formula, it is bad that I can't remember these basic formulas for triangle calculation
- red:GetPosition(true)
- blue:GetPosition(true)
- u:Length()
- alpha
- black:GetPosition(true) = ???
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I am not really good at math,
Can you show me how to solve this
Known:
- Position of Red and Blue (in Vec3)
- Length of edge between Blue and Black,
- Alpha Angle (in Degree)
I want to get the position of Black (in Vec3)
Thanks
Need suggestion about C++ game
in General Discussion
Posted
I want to create a game in which
Which is the best way to achieve this ? please give me a direction, and yes, C++ way.
The main question is about save and load process, should I use database ?