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Canardia

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Blog Comments posted by Canardia

  1. Not sure why dragging a brush would not work directly, because if you have selected brush mode, dragging should do nothing else than create a brush. You could also use the tab key to quickly switch between brush mode and entity mode, like in Blender: vertex edit mode vs model mode.

  2. You have to remember also that coding in Java is a horror. You find some example on google, but nobody cares to mention what import libraries you need to do. Usually finding the right import libraries takes longer than actually coding the whole thing in C++ or Lua. In some other article I actually read that Java is slower than interpreted Lua, that's why I mentioned it. I don't know how BMax compares to Java, but I would guess it's about the same speed. You just can't keep up with speed with GC languages, they are doomed to death.

  3. I still think the window class + keystroke macro should be possible with F5, or then F9 in Editor, if you do some wierd stuff with Lua states in F5.

    Or then you could add the possibility to write Lua or dll plug-ins for Editor, then the community can make that.

  4. I agree with Rick, when I write a game in C++, I don't want it be infected with Lua at all, and wasting valuable memory for its GC and interpreter. I need all memory for my game to get the maximum content at maximum speed (everything loaded into memory makes things much faster).

     

    But like I already said to diedir, if there would be a way to make the 2 keystrokes less (well actually 3 keystrokes, since there is Alt-Tab between them too).

     

    Maybe F5 in Editor could be programmed to switch to the Code::Blocks IDE window, and then send a F9 keystroke. That would actually work! Then you can use your favorite language and your favorite IDE, and only the window class and F9 key would need to be configured in Editor. And you would have a debugger too for all languages.

  5. Don't worry, whatever Josh comes up with, you will be still able to do the following always:

    1) Press Ctrl-S in Editor

    2) Press F5 in ScriptEditor to compile (if changed) and run the game

    because you have to be able to do that anyway for all other languages also:

    1) Press Ctrl-S in Editor

    2) Press F9 in Code::Blocks to compile (if changed) and run the game

     

    Josh is only trying to integrate the Lua Editor into Leadwerks Editor, which is kinda useless in my opinion anyway. It could be just left out. Or he could find a way how to make the above 2 steps even easier, although it's OK how they are now too.

  6. But the programming should be consistent between all languages, including Lua. Most people probably prefer Code::Blocks for Lua projects also, because it has very sophisticated plug-ins for code clips management, and is thus more suitable for larger game projects than a simple text editor.

  7. Make it so that F5 launches a .cmd file, which it creates from a list item field like in 3DWS. It should have also parameters, which Editor replaces with actual values. A F5 script could look like this:

    {workvolume}:
    cd {workdir}
    cd source
    mingw32-make
    if errorlevel 1 goto errors
    cd ..distro
    game.exe {parameters} {scenefilename}
    goto over
    :errors
    notepad++ errors.log
    :over

     

    And what F5 then compiled this into would be a launch.cmd file which looks like this:

    d:
    cd projectsgame1
    cd source
    mingw32-make
    if errorlevel 1 goto errors
    cd ..distro
    game.exe 640 480 data/maps/level1.sbx
    goto over
    :errors
    notepad++ errors.log
    :over

     

    There could be a set of favorite scripts which F5 can run, and also a default script which would be like:

    luac {projectname} > errors.log
    if errorlevel 1 goto errors
    engine.exe {projectname} {parameters} {mapfilename}
    goto over
    :errors
    notepad++ errors.log
    :over

  8. The API will be very similar to LE2, unless Josh allows to use the .lib file in C++ directly, then it will cause a big rift between C++ and other languages again, as it did with BlitzMax and other languages in LE2. Using the .lib file in C++ should be possible for the speed freaks, but it should not be official, but only the DLL should be officially documented.

  9. Yeah, on small mobile screens, typing text is usually not the best input method, but dragging graphical shapes around is actually easier with a finger than with the mouse on a PC. Because the mouse is not as accurate as your finger, and you need to move it forth and back and lift it, while the finger is just whereever you need instantly, or at least it feels so smile.png

     

    I want a touchscreen for my PC too! Samsung seems to have some nice models, and I already have several Samsung monitors and a Samsung 3D TV.

  10. Android itself doesn't have GNU C++, but you can install Debian Linux in Android, so you can run both Android and Debian at the same time on your Android phone. You just need to download the Window Terminal from Android Market to enter your Linux commands then.

    http://android-dls.c...stalling_Debian

     

    Another way would be making a game framework in C++ for Android with Leadwerks3D, which can be configured with a 2D/3D editor to act how you want your game to act. Of course this must follow the EULA, so the actual editor would need to be only for registered members, or some similar mechanism to avoid breaking the EULA.

     

    And using Lua is even a 3rd way, but it can be combined with the previous way too.

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