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Posts posted by Canardia
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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)) )
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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.
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They are cast by any geometry. For performance reasons, I would only make them cast onto brushes and terrain...that's how Valve does it.
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.
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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.
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You can just replace the calls to Window::TouchDown and Window::TouchHit with Window::MouseDown and Window::MouseHit while testing on PC, since they work the same.
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(); }
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They work on animated characters.
Ok, so when I add a dummy animation (1 frame, 1 bone?) to each model, it should work?
Approved!
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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.
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I would say it's trivial.
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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.
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Sure, but from a C++ programmer's perspective, it's only 1 template
Well, the same from a Lua programmer's perspective.
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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.
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3. Just want to hear directly that Ultimate Unwrap3d is no longer needed ever ever ever ever ever.
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.
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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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You can change this line in Leadwerks.cfg:
BackgroundColor=0.250000000,0.250000000,0.250000000,1.00000000
to a brighter color:
BackgroundColor=0.750000000,0.750000000,0.750000000,1.00000000
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Ever since you mentioned it to me, one thing I've always done is include those three runtime DLLs in the working directory. No reaon to install the entire lot when in inly needs those 3 right? Unless 2010 and newer or so much different from 2008.
I had the same in mind today too. I think today I will investigate how to do the same for VS2010 DLLs so that users can have them inside the game directory and don't need to install the runtime.
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The Leadwerks2 SDK Editor works fine.
Leadwerks 2 Editor was written with MinGW32 -> BlitzMax, so there is no VS involved, and thus no VS DLLs needed.
Edit: LE3 Editor works fine on my laptop (with a similar Windows installation). But yeah, still want to get it working on my desktop.
I have an idea which you could try: maybe the runtime DLLs are not enough, but it needs some additional VS/SDK DLLs, and if you have VS2010 on your laptop, but not on your desktop, this might explain it. So try to install VS2010 C++ Express on your desktop and see if that helps.
If that doesn't help, try to install the Windows SDK, since most VS projects need that too:
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I hope Josh can compile someday LE3 with MinGW64 to get rid of this DLL hell. Some users can not get the DLLs working, even when they spent hours of trying to install them.
The benefits of MinGW64 would be:
1) Ability to make single exe games with Leadwerks (no need for NSIS single exe)
2) Ability to make 32-bit and 64-bit programs
3) Ability to use the latest C++11 standard
4) Better compatibility with cross-platform C++ library sources
5) Slight speed boost due to more modern C++ and better optimization routines, and more CPU registers on 64-bit
6) Less security issues
7) No need to install runtime dlls
8) Easier maintenance of source code due to more similar code between platforms. Less bugs, less work, faster updates.
9) No additional work when Microsoft decides to make another VS version which is incompatible with the previous one (especially solution and project files).
10) Rich availabity of standard C++ extension libraries also on Windows, like pthreads.h, dirent.h, etc...
11) Fully portable compiler and IDE (Code::Blocks). No installation needed. You can have MinGW64 always with you on a USB stick, and write your Leadwerks games anywhere you go.
12) Same IDE on all platforms (Windows, Linux, Mac): Code::Blocks.
13) Ability to write Windows games under Linux, since Code::Blocks and MinGW64 works with Wine.
14) No need to install huge programs like VS 2010 C++, Windows SDK, .NET, SQL Server, and tons of patches, which bring again more security holes to the system.
I really don't want to require my customers to install those runtime dlls, since they bring also additional security risks to the system, and my colleagues can't even install them, since they don't have Administrator rights to their Windows. And asking the helpdesk to install them for hundreds of users is not going to work either.
Now that LE3 is completely free of external DLLs (newton.dll, jointlibrary.dll, etc...), since all the libraries are statically linked, I find it a bit ironical that LE3 itself needs some VS DLLs
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Time will tell. I have put all my love, time and money into Leadwerks. But I wait when I get something back. And don't be afraid, I will only praise the good things.
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I think many people will pay only via PayPal nowadays, because entering your credit card number into a web page can be high security risk. Even Sony's website was easily hacked, so who knows how many keyloggers and trojans everyone has on their computer. With PayPal, they will always return your money, if you ask them.
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All input functions are in the Window class:
http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/window/
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Did you try the latest 32-bit runtime from microsoft site then? The one on Leadwerks downloads is probably a bit old, and might not work with the latest Windows patches.
Also install Leadwerks in C:\Leadwerks. The installer leaves some paths hardcoded to C:\Leadwerks.
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You need to install the 64-bit redist:
http://www.microsoft.com/en-us/download/details.aspx?id=14632
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Some programs might have ninja-installed the 2010 runtimes. Commercial games do that. It's easy to do with NSIS, you just include the 2010rt installer, and launch it with the /q option (quiet). I did the same with the OpenAL installer in my single exe tutorial.
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So when is the C++ programming beta coming out? I want to start coding my MMO game, and a little test game before that
LE 3 simple distance check functions:
in Programming
Posted
The code I posted is the entitydistance.