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About f13rce

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    Advanced Member
  • Birthday 11/10/1993

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  • Location
    The Netherlands
  • Interests
    Game dev, games, watching TV series

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  1. I like that Leadwerks has a Discord server! Will definitely be active there.

  2. Just received the Winter Games poster and USB! Thank you Josh :)

  3. Can't wait for the new game tournament.... :) Got some ideas rolling already

    1. Show previous comments  1 more
    2. Thirsty Panther

      Thirsty Panther

      I've held off on the Monthly Script Challenge thinking that a tournament was due.

    3. f13rce


      You guys are in luck, Josh said we're going to have a new game tournament here: https://www.leadwerks.com/community/profile/1-josh/?status=10106&type=status

    4. gamecreator
  4. I'm curious to see what people will think of it in ~1 month or so. So far it hasn't sounded great, perhaps even worse. Maybe it's better to have a quality control team or at least have some quality guidelines. I don't know, maybe I'll be wrong in the end. I hope so at least.
  5. Making a community project sounds cool. I'd be down to do some programming - maybe even networking if you guys would like that.
  6. That is a lot of good news! Got a few questions/remarks: Why 64 bit only and no more 32 bit? I know most players have a 64 bit machine, but is it hard to maintain a 32 bit version as well? Will we be able to make our own threads? Currently the Leadwerks::Thread function doesn't allow me to bind class functions. I'd like to make one for things like networking and AI. I really like the smart pointer integration. Was one of the few things that I felt missing. Plans for Leadwerks after the 5.0 release? VR optimization or also some other topics you want to tackle? Plans for the Leadwerks Game Launcher? C++ games support? Is the App.h/cpp going to be removed, where main.cpp will now be the base of your project? Leadwerks 5.0 when? I really like all of these changes. Going into the right direction. I'll be one of the early adopters!
  7. Slick forum style, looks very modern. I like it :)

    1. gamecreator


      I miss the inline reply view but other things do look better.

    2. tipforeveryone


      This looks awesome

  8. f13rce


    New update! Added the following features to the game: Two new maps! Check out Hillclimb and Dungeon AI names can now be customized (edit AINames.txt) Player customization is available! Pick your own color or go for random Steam integration - see your Steam name (initial preparations for future plans?) Improved the HUD so it isn't blocking anyone's view anymore during the race Added a podium to see the top three after a race Bug fixes (such as points now being awarded) I really felt like polishing this game a bit more as I found it fun to keep playing it from time to time. After spending a few days, here's an updated result. I hope you enjoy I'm thinking about adding networking later using EvayrNet, to fully demonstrate how useful it can be. I have also disabled XInput for now until I find a new solution to get controllers fully working again (with compatibility for older versions of Windows). There's also a bug after playing 5+ rounds where the cleanup doesn't work anymore (I think this is a bug with World->Release() while having vehicles in play, have yet to confirm). Screenshots: Dungeon: Hillclimb: Podium: Download the game here (~94Mb).
  9. Will wait for the vehicles patch before trying it out
  10. Space Invaders is cool - maybe even Galaxians if you want to take it one step further. It was the first game we had to make at school.
  11. Hi! It has been a while. Here's an update on my networking library EvayrNet which is available for C++ users of Leadwerks: While implementing it into the test project in Leadwerks, I saw that the use case had some flaws which made it really hard to debug what's going on. I figured that I should be spending some time on fixing some flaws. After a few weeks I came up with the following upgrades: Debugging class Simulation mode More debugging information available Here's some detailed explanation: Debugging class I was using a lot of "printf" before which made it hard to: Find out where it's being called Disable whenever I don't need it anymore This is when I decided to make a debugging class. I replaced the printf with a custom Print function which allows you to do the same as before - except you can disable any kind of printing whenever you want (like during release builds). I also realized that capturing data is a pretty cool feature to have, which makes it easier to visualize the data you want to debug. For that I created a SaveText function which accepts a string and a filename as arguments so you can separate data like "Pings per interval", "Bytes sent per second", etc. Here is an example what you can do with it: Simulation mode This is an interesting one that I just had to implement. A connection cannot always perfect, and it can be hard to always expect a good outcome (while you might not notice it because of your tests on localhost). This is why I introduced the manipulation of the following networking stats: Minimum latency (in ms) Random latency (in ms) Packet drop percentage Packet duplication percentage It's also very easy to activate and deactivate. All you have to do is NetworkManager::StartSimulation(...) and StopSimulation(). Here is it in the command line when you activate it: More debugging information available At last I added more ways to debug the network statistics to really see what is going on. Are you not receiving data anymore? Are you flooding the network? The following information is now ready to be displayed: Newest ping (either to the server or from a specific client) Average ping (this as well^) Incoming amount of packets per second Outgoing amount of packets per second Packets per second lost Incoming data per second (in bytes) Outgoing data per second (in bytes) Current active connections (primarily for the server) That's... quite a lot more than before! Previously you could only see if you're connected and if you're the server. I hope this information will make it easier for users to visualize traffic and debug any problems they might be having. And of course, you can mix this up with the debugging class to make cool graphs like above! Final words I'm still planning on making some extra information, like on specifics to see what kind of message is creating the amount of bytes send/received. This should help debugging even more. Other than that there are still some enhancements I'd like to put in such as encryption. These can be seen here. I hope you liked this blog post! Next time I will probably be showing how to implement EvayrNet into your C++ Leadwerks project, so you can toy around with it.
  12. From what I still remember: Josh is really happy with the new site, thinks it really shows what Leadwerks is capable of and deflects the "unfit" users. Josh has been working on VR for a while now (Oculus and HTC Vive) using OpenVR. Almost implemented except for a few things like a skewed rendering result, which seems to be fixed when looking at today's status. Leadwerks now has a big client, which is a reason why Josh has been working on VR so much. Couldn't say who because of NDAs. Said that if Leadwerks had some more reliable income that he would hire a few people to work for him. Right now everybody just buys once and you have it forever, but if that was a $5-10 subscription per month then Leadwerks would've been in a different place right now. There weren't any plans to make subscriptions happen. Said he was worried about Steam Direct. If it takes Steam's value down then he might release Leadwerks on it own or somewhere else as well. Can't remember anything else right now, I think this was pretty much it
  13. f13rce

    Website Updated

    I like it! Especially the video in the background. Makes it a bit more alive than it previously was.
  14. You could make it do that with Leadwerks::Thread
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