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Everything posted by Furbolg
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Not if you use your own namespace, then you could write something like: Cassius::Actor player; But please dont use this ugly using Namespace [theNamespace];
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Wow you really start to understand that C++ is not simple C with classes. Now give us the improved terrain editor and multiple scripts and we are all happy. And have a look at C++11/13 std::bind, std::function etc.
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I'm struggling if i should take part on it.. i would like to but got very little time for my idea....
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YouGroove... sometimes i wish... It's about creating a game/demo/whatever fitting to the topic. I think it's made for fun not for professional competition. We will see how many great games we will get in the end.
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Future Leadwerks (Linux) user, my introduction.
Furbolg replied to Neuro's topic in General Discussion
Me also, good choice -
Future Leadwerks (Linux) user, my introduction.
Furbolg replied to Neuro's topic in General Discussion
Welcome to Leadwerks! Just a wish from my side: Please stay civizilized. I use windows and linux - both have their advantaged and disadvantages but i won't support this modern "I bash windows/linux [/insert any product] because it's cool / my friends say also" flames. To be honest if there weren't so many great products for Windows (Visual Studio, Games ...), i would swap right now because the direction microsoft goes isn't mine. -
Which programming languages allowed ?
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How about a simple boolean variable for each portal that is changed after the player stopped colliding ?
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Stretch goals revealed for Leadwerks for Linux Kickstarter campaign
Furbolg commented on Josh's blog entry in Ultra Software Company Blog
I hope this will also come with an (paid) update (3.2 or so), otherwise it would start to go ridiculous. (Windows/Mac HAVE TO bake for 64 Bit Support) -
Sorry but this really sounds funny to hear from you, because you dont use private, protect etc.
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You can't assume that any of his friends/relatives have a mac.
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Jesus YouGroove.... you still need a mac for this but i guess karmacomposer dont want to buy a mac and pay 99$ p. a. for developer license (you need it to deploy on iOS Store).
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Hi aggror (we spoken last night about it so its just a remembering) It's hard to tell where the problem comes from, here are some simple tips: - Every new requires an delete (as xtreampb has written) - Every new [] requires an delete[] Texture* arrayoftextures = new Texture[20]; delete[] arrayoftextures; // instead of delete - Use c++ constructors and destructors - Use the stack (CConsole myconsole instead of CConsole* myconsole = new CConsole when possible) - Avoid static/singletons when possible (same as global variables) There are plenty ways to detect a leak, to be honest i haven't done it for some time. As i remember you can use some CRT functions or overwrite the new/delete operators to create an allocation list.
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That's a natural process in my opinion, when you lose your motivation for a moment to work on the main project then you can start some other tasks. I don't think it's a bad way to develop, every "sub"-project takes you a step further for the "real/big" project. Its a good way of testing/proofing concepts/ideas to start a new (smaller) project and work it out. I do it the same way with networking / threading. But in my case, the "real" project hasn't started yet, because i got not so much time within the week. So i started some smaller Tasks (heh networking is small, isn't it ... nah, it's not but i did some networking some years ago in blitzbasic (2D), VC6++ and i have a realistic (simple) target, i dont want to copy raknet) and the "real" project will start in my vacation (when terrain is avaiable hopefully ).
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Look like Sony's PlayStation 4 Is Running Modified FreeBSD 9
Furbolg replied to panz3r's topic in Suggestion Box
Uhm nope... you ignored the context aggror has made his statement. He says you haven't finished a simple game for windows/mac(/linux) which is quite easier then programming for a console. -
Rick, i think its a lot more then this. Take a look at their homepage, steering, perception etc. etc.
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Dont think so, because the creator of the plugin Pixel Perfect is no longer under the leadwerkers.
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Ok but someguys order LE2.5 because you said its cheaper then buying Leadwerks 3D directly.... how about that ?
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Hi YouGroove! From my personal view (just my personal OPINION !!! ), its not about the price. I bought several Visual Studio Editions, Camtasia, Burning Software..... etc. For me its about not honoring the community/userbase, why ? The Kickstarter guys get for 100$ : Leadwerks 3D lua + c++ on linux (i didn't needed macintosh....) 200$ : Leadwerks 3D lua + c++ on 3 platforms (win, mac, linux) I can life with the 3.1 thing because these guys have to wait ~6 month, but why do they get more/cheaper stuff than the old community/fanbase which allowed to create this leadwerks success ? I just hope the OpenGL 4 update won't go over 200$
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I dont think Josh will make this because then he had already said 3.1 upgrade would costs 100$ but he didn't.
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Then create a Vec3 and fill it with position[0] (x) position[1] (y) and position[2] (z), tada
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I guess also LE itself is not threadsafe but you can make calls from the mainthread (int winmain) and all other stuff on other threads.
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@GouYroove: I dont like XBox, PS4 is cheaper, has more power and i liked the PS3 exclusives Games
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That's why i preorder PS4 @ Topic: I'm sorry to have talking about but Unity has multiple scripts and it doesnt seems they have problems. As i mentioned some posts ago, you could do a two-way solution. 1 simple access for guys that want 1 script per entity and an more advanced method for the guys that want multiple scripts. Everyone can use the single scripts (FPS/TPS camera, Door slider etc.) and the advanced people can create more flexible systems and behaviors.