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gamecreator

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  1. On that page it's just those three choices and "Auto-select" is probably the closest. Maybe there are similar choices elsewhere but it doesn't seem like it.
  2. Got a chance to test it and it didn't work for me. When I went into the NVIDIA Control Panel, Manage 3D settings, Global Settings and chose Auto-select (the default, I believe) or Integrated graphics, it used my Intel(R) HD Graphics 4600. I had to choose High-performance NVIDIA process manually to force the Leadwerks program to use my GTX 780M. Also interesting to note that with the Intel processor, the program starts up immediately. With the GTX it takes about a second to initialize (or whatever it does) to show the screen. I was using the DrawText example to test.
  3. A speed test against both Leadwerks 4 and the top engine competitors would be very welcome (I'm aware that you didn't say you'd do all of that).
  4. Below is a simple example if you want to write your own system. void characterclass::animate() { double lastanimframe = animframe; animframe += timesincelastframe * animationspeedvariable; // While animation frame is over the total length of the animation, reduce it // so we always stay between 0 and the animation length - 1 while(animframe > (double)model->GetAnimationLength(animstate)-1) animframe -= (double)model->GetAnimationLength(animstate)-1; // You can see if animation hit a specific frame to check for a sword hit on an enemy or whatever action you'd like // The below line checks if we're animating an attack and we hit or passed frame 10 if(animsate=="attack" && animframe >=10 && lastanimframe<10) { // Do action here } // When animation ends... if(animframe > (double)model->GetAnimationLength(animstate)-1) { // You can change your animation state to whatever you'd like // For example, if a sword finished swinging, you can switch back to an idle animation } model->SetAnimationFrame(animframe, 0.7, animstate, true); }
  5. You need to load the models in as separate copies first. Check out this thread: https://www.leadwerks.com/community/topic/12249-model-copy/
  6. There's also a chance you don't have OpenAL installed. Try the installer here: https://www.openal.org/downloads/ But I'd try Rick's suggestions first.
  7. You can turn off all shaders, set quality of everything to lowest, turn off shadows, etc. There are a lot of things you can do to make your game run faster, at least while you're developing it.
  8. Good start. It looks like the run is just a faster walk animation. I suggest doing a separate run animation. It will make a big difference.
  9. We've diverged from the original post anyway but I guess I was addressing the wider topic of cheating in multiplayer games (whether through packets, input, lag switches, whatever).
  10. Even in that type of game there are input cheats (just like for shooters) where a bot/cheat engine could automatically, optimally place things for you literally as soon as you have the mana/whatever available. Cheating for a game that's popular enough is unavoidable. It's just effort versus effort: how much time do you want to spend to deter and fight it? As a dev, your goal is to grow a community but if there are enough known cheaters it will make legitimate players leave.
  11. Of course but if the client decides important things like this then the game is susceptible to cheating/hacking. That's the idea behind making the host authoritative. Now, the other thought is that if your host is also a player, what prevents them from cheating? This is when you can get hardcore and rent or buy your own server but I'm not there yet.
  12. Oh, good to know! I should test this at some point...
  13. I have a CyberpowerPC Fangbook Evo HX7-350 laptop with a GeForce GTX 780m and also integrated graphics and have had minimal problems. I can't speak to the battery life since I'm always plugged in but I can run the editor and my programs fine. Remember that you can change your preferred video card if you go into the Nvidia Control Panel and Manage 3D Settings.
  14. 0 should work fine. Anything larger slows the function down because it needs to check an area instead of a point.
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