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Pixel Perfect

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Everything posted by Pixel Perfect

  1. Thanks for posting this shadmar, I'd certainly like to play with this a bit. Your initial screenshots looked very impressive. I will credit you for sure should I end up using any of your shaders
  2. When you call delete on a pointer you are actually deleting the object the pointer is pointing to, not the pointer itself. The container will generate its own pointer which will point to the same object in memory when you use push_back. So if you delete the object both pointers will now point to an object that no longer exists. You can forget about pointers for all intents and purposes, they don't need explicitly deleting unlike the objects they point to
  3. It's an extended version of the standard engine dll which exposes additional functionality that Josh did not include in the standard DLL but is accessible in BMax. Can be useful depending on what you are attempting to do with the API. Look at the Asset Store entry for this to get a list of the additional functionality.
  4. I'd certainly agree with that Flexman. A balanced overview and sound advice! Well maybe to back up the statement you previously made. Most decent engines can probably demonstrate something no other engine can do. I'm not knocking LE2 as I went out of my way to point out, just challenging the statement you made. If you don't want to be challenged don't make the statements! Further to that, I don't believe I ever claimed that Leadwerks was slow for what it renders on screen any more than I claimed it was probably the fastest engine in the world. People make ridiculous demands upon hardware all the time Josh, this is not unique to Leadwerks. It's more a reflection of their stupidity than anything else. I don't believe anyone mentioned that PC Gamers had to be exclusively PC only users! But by definition a PC Gamer requires the use of a PC does it not. The simple fact is, game designers Indie or not have always tailored their games to match the hardware its intended to run on or they very quickly go out of business. So the whole argument about hardware is irrelevant, as a developer you simply chose which marketplace you are aiming for and design for that marketplace. The mobile market has had **** video hardware for years despite it changing now, but that didn't stop people developing games for it. In fact most platforms are overrun with games.
  5. Credible benchmark tests require stated hardware and operating environment and comparisons for a range of competing products. I don't see any of that here! You seem to have a very low opinion of people Josh if you sincerely believe this. Is this the current level of end user you are gearing LE3 to? I don't know of any PC gamers who buy such PCs even though they are available. The market was created for people who want a cheaper PC for primarily browsing the Internet, as I'm sure you are well aware, and they serve that purpose well.
  6. As much as I like LE2 this quote made me feel like I was in an episode of the Twilight Zone! Whilst I would never argue that LE2 is not a great engine do you have any real bench mark tests to back this statement up? LE2 is certainly not the only engine out there with deferred rendering. The best hardware specs today for PCs far exceed anything in the past, this is again a completely meaningless statement that you keep regurgitating! The cheapest PC specs are lower than some of those available 3 years ago but this is simply in order to compete with all the cheaper mobile type devices that it finds itself in competition with and is simply driven by market forces. You get what you pay for, nothing has changed in that respect!
  7. As DigitalHax has alluded to, the key thing here is the shader usage and definition. As a general rule: Use _alphatest versions of the frag shaders for full transparency (is either fully transparent or not) which can be used in the main world. So great for things like vegetation etc. This treats all transparency values above a threshold value as fully transparent and is more efficient to render. Use _alpha versions for all graduated transparency which needs to be in the transparency world.
  8. If you are referring to LEO then yes, you can find them under the CPP folder in the Leadwerks SDK
  9. Shadmar has recently stated that he's currently busy working on another project but will hopefully be back and contributing again soon. I'm guessing that's probably why you've had no response to this. You could try the direct approach and sent him a private message.
  10. Yeah, the Wiki still generally works and is a good source of information, it's just there a quite a few broken links in it. It's not really been maintained for some time. Users don't have editorial access to it any more because of the spamming issues as gamecreator pointed out. It's a shame really.
  11. You guys just crack me up! Not one published game made with LE2 yet * and you're discussing what's required for an MMO * I don't really count Hoodwink; as the only part of the engine it used was the renderer ... although full kudos to NA. I'm off to start reading through the RAKNET documentation. Thanks to all who provided practical advice and provided pointers to key areas I'll need to familiarize myself with. I hope you'll provide some feedback as you develop you're multi-player engine DigitalHax and I'll try and do likewise. I'll be taking a look at your code too Scarlet, thanks for releasing your tutorials I'm sure they will be really helpful.
  12. I'd much prefer factual advice from real experience over supposition (I have Mika on constant ignore due to his past history of this). It's a lot more helpful to people starting off down this route who may be hoping to get some good pointers from this thread.
  13. Thanks for sharing Rick, this is all great background information. I'll read and digest
  14. You would need to include the function definition as shown below: TModel GetMeshModel(TEntity _Entity) { string strClassname; while (_Entity != NULL) { strClassname = GetEntityKey(_Entity, "class"); if (strClassname == "Model") { return _Entity; } _Entity = GetParent(_Entity); } return NULL; }; and then modify your code so that the entity you are looking to pass the message to is obtained from: GetMeshModel(pick.entity)
  15. This is proving really good timing as I'm about to do a complete engine re-write (for various reasons) and I wanted to look at putting the foundations in for multi-player.
  16. This is proving a very informative thread, useful advice guys!
  17. Although I have no working knowledge of networking and multi-player games I'd have thought that spawning all the players on the server was essential as it needs to simulate the game in its entirety and I can't see how it would do so without actually running the game. True the graphics output would not normally be required because there would be no requirement to view the game on the server, it simply runs the simulation on behalf of the clients and acts as the master sync so to speak.
  18. Cool, that all makes good sense. Thanks
  19. This is not actually necessary unless you have graduated levels of transparency. You can have full transparency in the main world, you just need to ensure you use the alphatest versions of the shaders in the material files. Look at the various tutorials available on the Leadwerks Wiki, there is one on materials and texturing. Or conversely look at Aggror's Leadwerks Guide.
  20. Thanks for the clarification gamecreator. Yes I guess with a major lag the game rapidly becomes unplayable if there is a lot going on!
  21. So if I understand this correctly, the client in this scenario has given the ammo to the player ahead of the sever making the decision in order to mask the lag. So what happens on the client if the sever decides it didn't collide and the player has not received the ammo? Does the client then take the ammo back again and place it back in the pickup? I've never done any networked multi-player design so this is quite intriguing!
  22. Much appreciated but take whatever time you need
  23. Yes you can. See Rasterbar's video here for a demo of this working in Leadwerks: As for the how I suggest you take a look at spot lights and the TurnEntity command.
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