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Canardia

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Everything posted by Canardia

  1. Some people don't upgrade their software if it works fine. New versions usually bring new bugs and new problems. The only reason I upgraded from XP to 7 was because my new PC had 16GB RAM. Win7 is still horrible and slow, but at least it can use my RAM. Win8 is even more slow and horrible. I think Microsoft has a clear direction: more horrible, more slow is the goal for the next Windows version.
  2. That's good news! VS2012 is so much better than VS2010, although still not as good as Code::Blocks+MinGW.
  3. With physics you can make a game without arts and game logic. That is of course the extreme end example, but linearly it reduces the costs to make a game when you need arts and more game logic.
  4. Just make the mingw32 version and it runs on all windows, and even in Linux WINE.
  5. What is real? The definition and knowledge about reality differs from person to person. You could make game from a perspective of a blind and deaf human, just a black screen, and it would be real However, he would probably see things, since the brain adapts to lack of information. He could probably "see" wind, heat, rain, snow, flowers, sound vibrations, in addition that he can feel them. But even for a "normal" person (and again, what is "normal"?), some theoretical physicist may see the world completely different than a priest, or an artist. It is said that some people can "see" music, and a priest can probably "see" the work of god and signs of him everywhere. A theoretical physicist might see how the world is made of little superstrings, whose vibrations appears to us like matter, even feel like matter. And recently some scientists tested if the world is a computer simulation, and the results were positive. Everything what exists, is like in the matrix, there is no sign that anything is "real". And you can always have a "real" environment, where some billion year old civilizations visit the earth, and let your fantasy play, and it's still "real". Or where CERN invents a stable black hole which allows time and space travel, that's closer to reality than sci-fi.
  6. UU3D has a polycount reducer slider under "3DTools -> PolyReduce Model...". You can remove an quite amazing amount of polys before you can even see a visual difference.
  7. Originally 3DWS had also this press Enter to create behaviour (at least in the Cartography Shop version), but then it was improved. Maybe LE3 Editor just repeats the history
  8. The best place to sell 3D models is the Leadwerks Promotion forum. I don't use any other artists than those who have tested their models with Leadwerks. It gives me the guarantee that the models work with Leadwerks.
  9. I don't think the genre of a game matters so much, but the type of game and the actual gameplay. FPS is popular because that's the most natural way to simulate nature on a computer.
  10. When LE3 gets projected shadows, it beats LE2. And in the official RoadMap projected shadows are in version 3.0. Shadowmaps are quite useless, because they have only a very very short distance. Stencil volume shadows have a very long distance, but Josh said they have some problems with something and are not popular anymore. Josh said projected shadows will work also on models, but only if they are animated. So I assumed if an animated model has 1 frame and 1 bone and shadows will work!
  11. I think the character model is 180 degrees rotated, so it doesn't by default fit the Leadwerks axis system, where Z+ is forward, so you have to do manually those 180 turns, which eat a few CPU cycles though.
  12. The code I posted is the entitydistance.
  13. Distance is calculated by simply getting the squareroot of the sum of the squared differences of 2 entity's positions: distance = sqrt( ((p2.x-p1.x)*(p2.x-p1.x)) + ((p2.y-p1.y)*(p2.y-p1.y)) + ((p2.z-p1.z)*(p2.z-p1.z)) ) http://en.wikipedia.org/wiki/Euclidean_distance
  14. Well, iPad3/iPad4 and iPhone5 have a faster GPU than any other fastest phone/tab on the market, so don't be surprised if it runs slow on some Galaxy Nexus or Tab. Galaxy S2/S3 are however the most sold Androids, so it should be OK if it runs decently on those. http://www.glbenchma...on=all&test=454
  15. I would however use mostly dynamic scenery, made of models, but there the old skool level design should be sufficient to keep the performance good: smaller scenes, smart placing of models to occlude unnecessary models from view.
  16. You said projected shadows can be casted only on static geometry and animated characters. So my conclusion was that they don't work on normal physics bodies, like cubes. So I have to add a dummy animation for each cube so that they receive and cast shadows.
  17. Can't those be chosen in runtime, like from the game options? Android devices have also mouse and keyboard, and some gamers might prefer those over touch functions. And vice versa, PCs have also touchscreens. if(GAME_TOUCHMODE==inputmode) { mousedown=Window::TouchDown(0); } else { mousedown=Window::MouseDown(); }
  18. Ok, so when I add a dummy animation (1 frame, 1 bone?) to each model, it should work? Approved!
  19. Can't you add stencil volume shadows, they are built-in into OpenGL somehow I think? LE1 style shadows have the problem that they work only on static geometry, but I need them to work on models also.
  20. Could Leadwerks post a bug report to IP.Board about the non-working indentation of code (tabs), because they are customers. I posted the bug report once to their forum, but they deleted my bug report. They have the same bug even on their forum: you can't paste code with tabs.
  21. Sure, but from a C++ programmer's perspective, it's only 1 template Well, the same from a Lua programmer's perspective.
  22. Why does it say Templates, when there is no way to have more than 1 template? I think there should subfolders under Templates, one for each custom template, so people could create and share their game templates.
  23. Since Blender has now FBX export in the default setup, it can replace the need for UU3D, whose purpose is not only to convert models to GMF, but also to check for errors in the model (like unresetted transforms from 3DSMAX). The pipeline Blender -> FBX -> FBX2GMF -> LE2 works really well, and it should work with LE3 too.
  24. I think it's working as it should. You have to switch the project in Project Manager. Then it loads always the files of your current project.
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