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Sean

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Everything posted by Sean

  1. Sean

    .NET Headers 2.0

    Wow! Great job! Everything is very polished and professional. Thanks to all who contributed!!
  2. Lumooja: I am curious how you did the engine sound and shift points. I did something like that one time. My approach was to literally recreate an auto trans valvebody in code. I lost that code through the years..
  3. Hi, this is my first tool release for the community. It can rename files associated with a model. It does not rename material or texture files, but it does rename model LOD files and physics files. It requires NET 3.5 to run. Sorry i have not had the time to put together a user guide yet. So copy some model folders and play around with it first please! I will try to get a video tutorial up this weekend. MassModelRenamer.zip Enjoy!
  4. i would LOVE to be able to load a texture from memory. I want to create a 3d slideshow using photos from a folder. Currently i can't load .jpg, .bmp etc. as a texture. ( or at least not that i am aware of ) The .dds converter tool is just too slow.
  5. Sean

    rain

    Torque uses raycasts for rain. Hardy any FPS hit unless it is really pouring. I think they use a "thick" ray to find objects etc. but each drop also has splash animation when each drop hits something. Not sure how that works but i will look into it.
  6. which version was this compiled with VC# 2008 or 2010?
  7. Sean

    C# SVN

    ahhhh! ok simple enough. thanks for the help!
  8. Sean

    C# SVN

    ok, so how do i download the source files? i got TortiseSVN but now i have no clue what to do. I have never used SVN, thought it worked like a CVS but not so.
  9. Cool, thanks for the link. The Ocean, clouds and atmosphere look very good. And with sample code! Good stuff!
  10. @Michael, indeed, not worth responding to. if you don't like LE then go away. And find something you do like, why hang around and badmouth stuff. it is just not productive.
  11. i have a 5770 in my desktop and it runs everything LE can throw at it very well. so, i would think that the mobility version should do just as well. Only thing i have noticed is my laptop ( with a nVidia 360M ) has to be plugged in to get good framerates. Only get about 15 - 20fps on battery power.
  12. @Mike, yes BMax can build .dll's but you need BLide to do it. Well you don't have to have BLide, it can be done from command line too. BLide just has the UI to make it simpler although i have never personally built one for BMax. I certainly think that it is NOT the responsibility of LE to promote BMax. As long as there is a LE .dll to link to any language can use it. I also understand that coding the engine in c++ opens up alot of doors because of all the available libraries, which make interfacing hardware, etc. faster and simple. All of those things could probably be coded with BMax, but why spend the time to reinvent the wheel. Recoding the engine in c does seem like a big time investment, but i don't think it would really be that time consuming. alot of code transfers to c++ easily by just using find/replace and adding the semicolons. @Roland, good point. and, LUA scripting does make the engine almost truly a stand alone tool. although i still have mixed feelings using it lol.
  13. keep in mind though that BMax is pure asm after the project is built. It uses flat assembler to compile the final .exe, library etc. I wrote my own compiled basic language using fAsm and it is a clean, fast way to do it. I guess what i am saying is alot of "compiled" languages like c++, BMax etc. all end up as assembly code. The advantage to c or c++ is tighter asm code from years of refinement. But most things can only be done one way in cpu land. Compiled blitz code example at asm level mov eax,5 mov [var],eax Compiled c++ example at asm level mov eax,5 mov [var],eax that may not be correct syntax as i am a little rusty at asm, but you get the point
  14. good to hear Josh, i can't decide whether to use c++ or BMax for my LE projects.I would prefer to use c# but i was not happy with the wrapper. I would like the wrapper to be open source to the community ( hint, hint ). nevermind, i just found the C# SVN....
  15. the way i understood it was that 3.0 will be written in c++ and will still support the framework for BlitzMax but you will be calling the c++ .dll ( which you will have to include in your distribution ) as opposed to it being linked into your BlitzMax .exe natively as it is now. Seven
  16. heh, yeah i have the same problems some days. also some days i can use 4 threads and sometimes i can only use one or the program crashes.
  17. very nice! ps: not happy about the locked colors....
  18. Hi, It would be wonderful if the editor remembered its last position/state! Also I really liked the "dark" editor scheme. Could a checkbox to switch "dark" or "light" schemes be added to the options panel? Thanks, Seven
  19. Hi, some quick issues i noticed over 2.31 with the terrain_arctic.sbx scene.. The terrain material is missing, or completely transparent. Trees pop in and out (sometimes in large areas) close to the camera. Did not notice this with 2.31 i made this quick video to show what is going on youtube video
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