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Furbolg

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Everything posted by Furbolg

  1. So simple and short: We all want/accept multiple scripts ? Thats cool
  2. You have to do compromises, im totally a c++ fanboy but i have to say lua has its uses. I do also C# in my job and its very handy and fast to write code. Microsoft could built it up on multiple platforms like java but they dont want to... could be really nice... yea its a shame
  3. @ZioRed: "@Furbolg: This kind of inconsistency is simply awful" : If you are meaning the GetScript() part... its just an suggestion. I would also recommend a indexer (Script["goblinai"]). "and the weird LUA syntax and limitations at my programmer's eye against other well known great languages for scripting" : That's your opinion but tell me please which other great scripting language do you mean ? Dont tell me phyton. @ YouGroove: I think we all know you are against all c++ stuff guy but that wasn't the topic. You should noticed that lua is the "main language" for all non programmers and Josh also wants to release an indie version of LE3 with just LUA.
  4. It's very sad that it got changed to one script per entity. I talked to aggror these days about this problem, multiple scripts per entity is really an must have. I understand Josh wants the newcomer not to get confused. Thats how i could imagine a "middle-way": For Beginners: entity.Script:Blabla() // gets the first/top script and executes funtion Script:Blabla() For Advanced: entity.Script[ index/string ]:Blabla() // same as above just with indexer // or entity.Script:GetScript("goblinai"):TakeDamage()
  5. Josh has to be careful, maybe anyone of you remember the WarZ (ScamZ) Steam debacle ? Screenshots from LE2 to advertise LE3 can been understand as "false advertisement", i've no doubt LE3 can and will reach the quality level of LE2 but right now "as is" its not the same (graphics) quality.
  6. Good tutorial aggror, very easy to follow. I also got 1-2 suggestions for flowgraph: - Ability to set Script Values within flowgraph, for example show a textbox to set the Maxtime from Timer directly in flowgraph (and/or) - Ability to create Arguments within the flowgraph (like "Script:test = 0 --int" shows as an integer in editor just in flowgraph) as virtually object just to passing parameters
  7. 1) Does this meaning kickstarter people will get directly 3.1 and the "old" community has to buy it ? 2) If seen on kickstarter site, the BACKER Pledge (100$) gives full access to lua and c++ leadwerks 3d (without windows/mac) and PRO BACKER (200$) gives full access to all 3 platforms. I personally don't need mac, so do we get 100$ refund or linux as third (second) platform ?
  8. You should watch aggror's videorial about classes, he explains exactly how to implement a method (that's what you want to know).
  9. @templates: Yes that's a good idea, just wondering why kleptos templates working with K: @warning vc100.pdb: That's right 3Dski, warnings can definitly mean that you (maybe) will get bigger problems. Uninitialized variables for example are declared as warnings but can crash whole applications.
  10. Ok, i tried fresh install and still dont work with other path then c:\leadwerks ? Thats why i said similar not the same.
  11. It's more a path problem then a windows (visual c++) problem. I got an similar problem when i try to install leadwerks3 to e:\projects\leadwerks. It works, Editor starts etc, but when i try to compile VS2010 says it can't find "engine.h" in C:\leadwerks... so im forced to install it to c:\ (which is a SSD at mine computer not very much space).
  12. But the screenshot after the video is half-life² Does CEGUI supports OGL and D3D ?
  13. I think he's meaning the screenshot from valve (hl²) engine
  14. Furbolg

    To make a game.

    I know this also, after a certain time its really hard to motivate yourself for your project. Don't make the mistake and force yourself to create "the perfect reusable code", its a good target to create resuable code but if you want to be "uber"-perfect (uber = best of best - its from german über) you'll lose motivation and gain more pressure. I experienced that reusable code is written automatically after some ( (very) long) time.
  15. I dont know SFML but seems like simple Bit/Bytestream, keep on good work.
  16. Nice work! Do you use lua or your own void* stuff ?
  17. No because its just a pointer // Edit: This would be memory leak: Player* playercast; for (int i = 0; i < 1024; i++) { playercast = new Player(); }
  18. Ok, you can use Ricks solution, just to have a complete picture i post mine. Its an attachment, main.cpp clean c++ console application. main.cpp
  19. It should be possible to detect "isSubclassOf" (C# like) by create a variable from the type you want to check, then assignt the iterator value (c++ cast) and check if your variable != null. for (iter =gameObjects.begin(); iter != gameObjects.end(); iter++) { Player* playercast = dynamic_cast<Player*>( *iter ); if (playercast != null) { // its a player } }
  20. Furbolg

    LCP 2.0

    Nice initiative rick! I personally wont join LCP2 because its only lua (lua is great but im c++ programmer ). im also a bit surprised that you want to "copy" LCP 1 ?
  21. I don't know if leadwerks3d offers an alternative (josh?). But you could use another sound library (e.g. FMod).
  22. Furbolg

    GUI

    I think you dont understand what we mean... you talk about your gui style, we talk about technique / features. A gui can look like a Age of Empire / Command & Conquer / Starcraft gui or like a windows gui... its just graphics/styles. So you want to create a gui for a strategy game... ok but what features do you need ? - Display a border (the menu background) ? - Display buttons with/without text - Display images (maybe even rendertargets (minimap?)) ? - Listboxes ? - Comboboxes ? - Drag'n'Drop ? - DataGrid ? - TabControl / Tabbed Windows ? I dont get what you mean by overlay... i would render the gui as last thing so its always in front.
  23. Furbolg

    GUI

    It depends on what you want to achieve, you can go pretty simple like aggror said or you can build a complex library with event (see ricks event template) and class inheritance etc.
  24. Furbolg

    GUI

    You should develop a gui around a game (not otherwise), so start with basics: - draw a rectangle as window border - draw a rectangle with a centered text as button etc. Just start small and extend it, you cant create the perfect gui (or anyother module) without experience in using it in a game / editor.
  25. I dont want you to stop your dream project, just do it. I guess anyone here has a big (unreachable (at this moment) dream project). You can believe it or not but a modern c++ compiler knows best whats todo compared to a hobbyist programmer ( you can ask in every c++ forum / msdn mailing list ) To the networking thing: For windows you have to use winsock (winsock2). For linux its posix (berkeley) sockets. The good thing is the functions have nearly the same names and the better thing is they work nearly (exactly?) the same. Im right on developing my own networking library but just for windows/linux, you have two options in my opinion (if you are doing it yourself) 1) write an interface and create an implementation for windows/linux class ISocket { public: virtual void send(byte* data, int size, ....); virtual void recv(....); }; class WindowsSocket : public ISocket { public: void send(....) { // do something send in here } void recv(...) { // do something receive in here } }; class LinuxSocket : public ISocket { public: void send(....) { // do something send in here } void recv(...) { // do something receive in here } }; But that's just the beginning, you have to care about complete sending/reading of packets, order of packets, resending lost packets (only if reliable (UDP)), how to send data (Endianness, Compression, Data Type (byte array is just an example its pretty old and out of date, today you would use something like bit/byte-streams). A lot of work, as you can see Im just doing this task because i want to know how things work internally, once i get a simple library to work - i will probably use also RakNet afterwards. 2) write your socket class with many #ifdef #else #endif Or you could use Enet/RakNet and before you say "unity..." Raknet isn't unity... go for it and test it. If your test reveal its not suitable for you then you can switch to an more low level API like ENet.
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