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Blog Comments posted by AggrorJorn
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The layout seems to shape up real nice Josh.
can't wait to try it out!
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I wouldn't per definition say that your tutorials are bad pancakes! First of all, your previous tutorials were very good and have proven to be quite useful. Besides that I am interested in to what you have to say about environment designing.
There are always people out there (sounds creapy :S) who are completely new to everything and can really use every single video even when you think it is not important.
third: lets say the tutorials is fail: we all have a good laugh and you are on your way for a next youtube hit! XD
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Before Rick says anything, yes, there will be a custom event handler function you can attach to a gadget instead of polling events.
Haha, I was thinking the exact same thing there.
The addition of gadgets.
Are community made plugins going to be supported?
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Congratulations!
What an amazing, awesome and inspiring story Shard.
I whish you good luck with your future career at Microsoft.
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Its too early in the morning to understand what you guys talking about but it does look interessting. I'll have another look in the afternoon.
I do agree with pancakes on the complexity. Although you are smart enough to find it out eventually, you can save yourself a lot of time by doing things a little more simplified.
Good luck with your progress!
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Awesome new functionality you got there Flexman. Doesn't head get dizzy with it all these complex calculations and stuff?
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Your blog is like reading a biografy that goes about myself. Every day there are new opertuneties to learn some new things and to try hundreds of scripts.
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The problem with .NET is that all objects are created as basically pointers. You don't have much of a choice. They are treated like pointers in C++ as far as where they are created in memory. C++ gives you the choice of where to create objects. Heap or Stack. It gives you more freedom, which is why it's slightly different.
Trust me though, like any other language you get used to it, and even end up liking it
I am sure I will Rick
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-> is used when you are dealing with a variable that is a pointer to an object.
. is used when you are dealing an object
The * stands for 'pointer'
Box box ; // box is an object ;
Box* box ; // box is a pointer to a box object
Of course you still have to know what you are dealing with, a Vec3 or a Vec4 ...
TY Roland,
with Vector 3 I meant that you don't have to use the keyword Vec3. box->SetPosition(0,0,-2,false); a
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The -> doesn't seem handy at all to me. The keys are not next to each other. Why not the dotnet way: box.GetMaterial() or the lua way box:GetMaterial()?
What is the asterisk (*) doing after each datatype?
Specifying vector 2, 3 or 4 is no longer necessary?
For the rest everything looks as clean as always.
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Very interessting stuff Josh. The road to LE3 seems to go really fast. Keep it going!
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Leadwerks interviews Frictional Games co-founder Thomas Grip
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
awesome. just awesome. and so cool that you made contact with those guys.
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congratulations on this awesome video. I was absolutely stunned when I saw all those buttons and handles in the cockpit actually working. Are there any next steps to be taken for the simulation?
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Looks good Flexman. Maybe you can add some more models with emmissive textures? I am thinking of small red lights across the tail. But I guess you would have added that yourself already if an Apache would have that.
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Good luck! having good tools is half the work of building a good engine.
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looks very cool
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which fps are you running with the large camera view and tree view distance?
It looks really good already. If you find any techniques that can improve the scene even more, let us know!
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Really nice flexman. I have to agree that for a simulator the graphics looks awesome!
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really cool. Can you tell us bit how the time control and the gravity attraction works?
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On the contrary, I do whish to pulish my projects to the game market. It just doesnt make sense too publish any games that have not the standard features like so many shooters and RPG's have. You either have to come up with something more unique, good gameplay, a good story line or a game with superb graphics.
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I can write the storyline to the game:
Supernatural Squid approaches girl. Girl tries to lift the massive sword, but it's too heavy for her to even move it an inch. Squid eats the girl as a snack. Game Over.
You forgot the dialogue: "Ow gosh, I broke one of my nails!"
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OMG, the armies of the evil Dr. Squid are attacking!! Oh but look, what is that? It is a girl with a massive Sword. hooray! We are having sushi tonight!!
Looking forward to see your work Pancakes.
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Great news Josh. I am eagerly awaiting what 2.4 has in store for us. If you can write and engine + editor that is already as advanced as it is now, I don't see why C++ would be a problem. Like Rick says, I think you will do just fine. As long as you keep in mind that you know the entire engine structure and that you will probably be the one writing the code, there can't be much going wrong. Anyway, you have my support an cheers on your future development.
Also agreeing with Pancakes; the engine and editor are allready very cool. Okay, a few things and some smaller features could be handy, but the main thing for this engine is its rendering power.
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Absolutely stunning Dave!
small suggestion: some small clouds of yellow smoke (with high opacity and barely visible). This gives certain areas (like 4 square metes) a touch of 'radiation'. also some small decals of intense yellow spatters.
Fingers crossed for good weather on Tuesday
in CombatHelo Blog (RSS Import)
A blog by Flexman in General
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lol rick