Jump to content

AggrorJorn

Members
  • Posts

    4,816
  • Joined

  • Last visited

Blog Comments posted by AggrorJorn

    Leadwerks 3 Update Available

    How about messages? Send a message to all components attached.

    //Send message from script 1
    SendMessage("Damage", 10.0)
    
    
    //Handler in script 2
    HandleMessage(message, extra)
    {
     if message == "Damage" then
    	 health = health - extra
       elseif message == "Repair"
           health = health + extra
        end
    }
    

    Overhead is really low and when a component HandleMessage body is empty it simply ignores messages.

  1. Thanks Rick and Furbolg. It is really interessting to read about it and it certainly applies for the game that I am creating.

    The thing is: I am already glad that I got this far with the engine and console. I haven't even started on the game itself. This might be something for later when I have better skils with C++, engine design and design patterns. I think I am going to stick with what I have for now, but who knows, if my game would reach a 'completion within sights' range and performance is starting to go downhill, I will be forced to look in to this anyway.

  2. That sounds like a huge gain. For the game that I am creating this could make quite a difference. So basicly I would create gameObjects and place them in 1 of the following lists instead of just a components list:

     

    The following lists come to mind:

    • InitedList (Components that are initialised but not updated or draw. Think about a static model, particle or texture)
    • UpdateList (Components that are updated. player, AI etc)
    • DrawList(Components that are drawn. GUI related components)
    • UpdateDrawnList(Components that are updating and drawing, dynamic GUI's)

    Please correct me if I am wrong and thank you for the feedback. smile.png

  3. Josh has been busy :). May I suggest creating a sub forum in the bug reports, where fixed bugs are being put. Also a 'Confirmed' subforum would be nice for us but also for yourself.

     

    A little summary of what I see is fixed in the bug reports:

    _______________________________

    Website

    -------------------------------------------------

    - [Fixed]Command Reference mistake: PickInfo

    - [Fixed]Command Reference mistake: PickMode

    - [Fixed]Website Asset Uplaod Not Working

    - [Fixed]Website image uploading not working

     

    _______________________________

    Generel and Windows

    -------------------------------------------------

    - [Fixed]Asset Explorer doesn't show imported assets

    - [Fixed]Crash when assigning colormap to material

    - [Fixed]material Save Crash

    - [Fixed]Generate Lightmap Crash

    - [Fixed]Editor asset browser bug - Many edit field

    - [Fixed]Mousedown documentation incorrect

    - [Fixed]Level Saving bug

    - [Fixed]math: random

    - [Fixed]Switching projects - current level overwriting

    - [Fixed]Object Brightness not saved

    - [Fixed]World:Clear() docs missing

    - [Fixed] hidden flag in editor doesn't seem to work

    - [Fixed]Convex insertection collisions

    - [Fixed]Invisible material not working

    - [Fixed]Lua properties bug: Default values are not set for Vectors

    - [Fixed]Hidden Entity still collides

    - [Fixed]DrawImage multiple times not transparent

    - [Fixed]Lua properties bug: path filter doesn't work

     

    ____________________________

    Mac

    --------------------------------------------

    - [Fixed]OSX 10.8.2 New Project Errors

    - [Fixed]OS X 8.3 Publishing Error

    - [Fixed]OS X add hook errors in docs

     

    _______________________________

    Android

    --------------------------------------------------

    - [confirmed] Sound delay when played (Android problem, not LE specific)

    • Upvote 1
  4. Compiling was nearly done,

    When Santa’s Christmas ride had begun.

     

    Whilst sledding through the (public) void,

    Another build was released for Android.

     

    Meanwhile, heavy snowfall caused a lot of stress,

    In contrary to developing for iOs.

     

    Poor Santa had little time and was in a rush,

    while designers simply used a CSG brush.

     

    Santa worked so hard he began to sweat,

    while the artist easily imported another asset.

     

    Santa had almost arrived at the place to be,

    While everyone else was still waiting for Leadwerks 3.

     

    A smile appeared on Santa’s face,

    When he took another look at werkspace,

     

    It was time to start the feast,

    Because Leadwerks 3 was about to be released.

     

    Santa then saw a good opportunity,

    To wish a merry Christmas to all of the Leadwerks Community.

     

     

    Merry Christmas everyone!

    • Upvote 5
  5. Very nice Josh. Setting the correct size with a standard will save a lot of time.

     

    A request: can you also add a slider to this menu that updates the size in realtime? For some models you don't know the exact height. With a slider you don't have to guess the value and press Ok every time. That way you can customise it exactly the way you want. You do would need some sort of reference in the background though.

×
×
  • Create New...