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Game Producer

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  1. LUA example by macklebee: require("Scripts/constants/engine_const") require("Scripts/math/math") RegisterAbstractPath("") Graphics(800,600) fw=CreateFramework() fw.main.camera:SetPosition(Vec3(0,1,-5)) camerapitch=fw.main.camera.rotation.x camerayaw=fw.main.camera.rotation.y light = CreateDirectionalLight() light:SetRotation(Vec3(45,45,0)) material=LoadMaterial("abstract::cobblestones.mat") boxphy = CreateBodyBox(1,1,1) box=CreateCube(boxphy) boxphy:SetMass(1) boxphy:SetCollisionType(1) box:Paint(material) groundphy = CreateBodyBox(100,1,100) ground=CreateCube(groundphy) ground:SetScale(Vec3(100,1,100)) groundphy:SetPosition(Vec3(0,-2,0)) groundphy:SetCollisionType(2) ground:Paint(material) cubephy = {} for i = 1, 99 do cubephy[i] = boxphy:Copy(1) local cube = cubephy[i]:GetChild(1) cube:SetColor(Vec4(math.random(255)/255,math.random(255)/255,math.random(255)/255,1)) cubephy[i]:SetPosition(Vec3(math.random(10),i,math.random(10))) end SetStats(2) HideMouse() MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2) while KeyHit(KEY_ESCAPE)==0 do gx = Round(GraphicsWidth()/2) gy = Round(GraphicsHeight()/2) dx = Curve((MouseX()-gx)/4,dx,3/AppSpeed()) dy = Curve((MouseY()-gy)/4,dy,3/AppSpeed()) MoveMouse(gx,gy) camerapitch = camerapitch+dy camerayaw = camerayaw-dx fw.main.camera:SetRotation(Vec3(camerapitch,camerayaw,0)) move = Curve((KeyDown(KEY_W)-KeyDown(KEY_S)),move,3/AppSpeed()) strafe = Curve((KeyDown(KEY_D)-KeyDown(KEY_A)),strafe,3/AppSpeed()) MoveEntity(fw.main.camera,Vec3(strafe/10,0,move/10)) fw:Update() fw:Render() collectgarbage(collect) Flip(1) end ShowMouse()[
  2. Holy smokes, EntityColor seems to do the trick: http://www.leadwerks.com/werkspace/page/Documentation/le2/_/command-reference/entities/entitycolor-r139 (thanks macklebee for help via chat)
  3. I was wondering how big deal would it be to have like 100 box objects in a screen, but somehow change their color so that I don't need to create additional materials. Is there good way to do this? (I'm thinking procedural creature creation... where creature would be made of boxes and each individual box might have different colors....) I was also wondering if this would increase memory consumption? Thanks in advance (Was there demo about this? I searched forums but could not find one)
  4. Holy smokes. I wanna pre-order the collector's PI edition of Leadwerks. 8)
  5. Leadwerks 3D sounds good. P.S. Cannot wait for Leadwerks 4D. 8)
  6. Hmm, so you want it to show always, then VIEWRANGE_INFINITE should work, if you want something else, try VIEWRANGE_NEAR: http://www.leadwerks.com/wiki/index.php?title=Entities#EntityViewRange Is your camera view range setup correctly? Please notice that:
  7. I'd very much like if this thread would not compare which physics systems are better or worse or faster or slower There's other threads for that discussion. It's sufficient to say: LE2: Newton LE3: PhysX
  8. bmax doesn't need special tutorials, C++ tutorials are just perfect, since they illustrate the use of bmax and can be easily understood (bmax isn't too different anyway, so it's not a biggie). bmax is currently stable enuf and doesn't really need more updates for it to be useful for me. but when LE gets updated, having up-to-date LE header/module/whatnot is more than welcome, so the Josh's current plan is great. "why subforum in bmax forums" => makes sense, since that also promotes the product and will get more bmax folks interested if LE would be part of the official bmax forums. I feel that it might be useful to also have bmax subforum in LE... or "general" programming forum, since folks here have more experience on LE (no matter what language they use)
  9. LE2 had tons of features, way more than I needed. I bet LE3 too. I really am not so much into new features, or newer fancy graphics (it's so nice already ) What I do want is that Bmax headers (or whatever they are called) stay updated
  10. In my mind, LE3 is like "LE2 done right", with cleaner codebase, lower + bigger hardware requirements, but thought it might not hurt to clarify some of these. What would be the main differences with LE2 and LE3? - Features missing? - New features? - Graphicswise (Shader model 3 vs Shader model 4 required?)
  11. challenges I must revive this conversation a bit more. One reason why it's hard to have "makeGame" function is that there's no many ways to program this: - C++ - C# - LUA - bmax If I'd write a framework to Leadwerks, where you could say "startFPS", the problem is that I'm using only bmax (and that's not listed in LE3 btw). So, I would need to port my framework to 3-4 different languages. Also, if I'd want to support both LE2 + LE3, then I'd need to do even more things. Won't most likely happen. If I'd write bmax "game template", which to you could add some of your own stuff easily, then the number of users would be somewhat limited (well, I guess owners of Bmax might get excited ). But still there's the pipeline issue: doing all the models is hard work (I've done that manually from FPS creator/other models to LE). After you get stuff done, it works just sweet. Besides this, the high end gfx comes at cost: compatibility in LE2 isn't greatest, but LE3 seems to help in this area. And by using both LE2 + LE3 (it shouldn't be that difficult, perhaps). So, there is the challenge of: - accessibility (different languages) - compatibility (potential customers need a pretty decent machine, laptops won't cut it) - for programmers (people wanting "makeFPSgame()" will have to wait...) good Where LE shines though is: - simplicity of coding (I own Blitz3D, BlitzMax and worked couple of years on Leadwerks and the code was really easy to write once you got hang on things) - beautiful (the art & stuff you can do just looks great. I tried Blitz3D version and then ported my code to Leadwerks and one guy was stunned how "pro" all things look, even though I was using same models, same animations, same camera view... only thing changed was engine. So, leadwerks can make crappy looking stuff great.) - for programmers (I've tried Shiva, Unity, FPS Creator, and 6000 different other engines. I ordered one Unity book and tested it a lot, but all these attempts weren't in my liking. I don't use LE editor, I program my game using bmax ide. I like how I have full view of classes and things in front of me, instead of finding specific object and attaching scripts to them. I feel more in control, althought this is much about "how you like to work". I'm more programmer than artist, so I like this way.) - if you use bmax, LE is by far the most advanced engine like tool (it has physics, graphics, and other things all there) misc Some thoughts about my zomb project: I never used Shaders, I'm not sure if I used post-processing effects either. I had problems with compatibility. I had to change all my art assets. I had to redo my code due core physics engine changes. Adding LE to bmax was simple. I saved tons of time using LE gfx & physics instead of trying to go with Ogre or something. Main reason why I chose LE back then many years ago was the fact that I had tons of bmax knowledge and didn't want to switch to Unity/something else. thoughts Leadwerks does many things well. Unity does many things well. [Name of the engine] does many things well. It's a matter of needs & wants. For some stuff, LE might not be the best. For some stuff, it might be very well be a great tool. I feel that the "easy tool for non-n00b programmers, high-end graphics" way of doing things works well. LE3 works on bmax (according to one Josh's post that was gone due data loss ) and the initial tests of GL1.4 seemed to work just fine, so for any 3D stuff Leadwerks currently is on top of my list, but before the product is actually out all this LE3 is just guesswork. When it's out and I see it working, I can make better decisions.
  12. And too bad there's no search for searching the search...
  13. Aww, again forgot to add that I'm bmax dude... but anyway, I think I've repeated this same thing enuf already.
  14. Loading models on threads is one thing, but like mentioned earlier, there's several things that threaded environment is great for: And I suppose many other features that are related to non-core of the game (I guess you could do global chats, buddy systems and whatnot... but most important ones were already listed: online highscore, fetching servers, joining multiplayer games.
  15. Hmm, so ... if I use RakNet, I can make http calls without freezing the app? How's that possible? o.O (bear in mind I use Bmax)
  16. I asked same one month back and got "6+ months" for LE 3.0 and "more for 3.1". So, In my books that means possibly year 2011 for LE 3. But as far as I know, there's no fixed deadline. It's feature oriented project: certain features needs to be ready before LE 3.0 goes out. What comes to "run without rendering", I guess you can do that already in LE2 and don't see why it couldn't happen in LE3, just skip calling "renderSomething" stuff.
  17. yes...? I guess one useful thing for me would be to understand what are mipmaps. I read this: http://en.wikipedia.org/wiki/Mipmap How it works in LE?
  18. By the way, there's more reasons for multithreading: - fetching online highscore and... - refreshing master server and.. - joining multiplayer games! It's a pain in the buttocks if game freezes for few seconds when you are "refreshing master server list" or "joining game".
  19. Couldn't care less, so voted "other". As long as physics lib is stable & works on machines without issues, I'm happy. Newton was fine, but had no much issues with PhysX either (although it does require installing stuff, which is bit bad). Newton, or anything goes, as long as it doesn't require (so much) more clicks from the user who installs my game.
  20. Thanks folks and hey, I got it working without dot3 materials. I did the following: - I had .dds texture.I used "Tools\MakeDDS.exe" and selected my tex.dds. Tool created tex.dds and this time it worked, without showing black stuff no more.
  21. Thanks, I got gmf file done Got also material info & material almost okay Now modelviewer shows my guy totally black, any idea why? (at least it's not showing red anymore, so the material has been applied). Alo, I have just one .dds file, should I have some dot3 file too, and if so - how can I make one?
  22. I've been away so long that I've forgotten how it goes... Could some kind chap share his wisdom on how to go about getting art assets to look fine in LE game. For example, if I have some animated model (in milkshape format, or .X or whatever), which tools I should use and what should I do to get the model & textures game ready. Please, a n00b's step-by-step guide would be most appreciated. (I have Milkshape and Ultimate Unwrap3D Pro)
  23. +1 I also think devs need to have their own namesspace and/or way of naming functions/classes. +1 Reasoning: - http calls to server (for example, when fetching online high score)
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