Jump to content

ZioRed

Members
  • Posts

    1,133
  • Joined

  • Last visited

Posts posted by ZioRed

  1. Once you know what entity is the hand bone, I would use SetParent to make the weapon as child (and set offset local position) to set its position only once instead of repositioning it in each UpdateWorld call. If you're using LUA then I would suggest to have a public string property to store the name of the hand bone (you could even think to store names as hierarchy tree, for example "Spine/Chest/Right Arm/Hand" and then splitting by "/" to get it if your model has two entities "Hand" instead of "Hand R/Hand L") and one vector3 property to store the offset local position for the weapon (since these values could easily be different for each model).

  2. Yeah I remember those complaints as well, never really interested in those since I was hobbyist at that time and my goal was just to approach to gamedev and C++ (I remember how happy I was when I finished my very first prototype "Archery" for a community contest) smile.png

    There's a fairly specific list of things coming up here.

    Oh well, I totally missed it, the "The Engine" list is something interesting (above all the first line) and for sure I'll look forward to the new versions as they come.

  3. "I'll wait eventually for 3.2 roadmap and features list in order to return back to LE" does not mean "forever", it means exactly what it's written: "will wait for 3.2" to see what will happen there. I'm only skipping 3.1 because I don't need the current features (and I'm not interested neither in Linux at all nor in Steam). And uninstalled LE 3.0 because it hasn't all the features I need to accomplish my jobs for clients (I'm not hobbyist, I'm a freelancer so I need a full set of stuff to speed up both prototyping and production to be able to do more jobs in lesser time), besides the bugs not being fixed any more there.

     

    You are here from very few time, so how do you know how much features I was used to have in LE? If you take a look at my user profile you'll notice that I'm here since 2010, we had LE 2.3 there (it was my very first engine I ever used, and I chose it because I could learn C++ until we released a .NET wrapper, maintained first by Lazlo and later by Roland, klepto and me) and it had almost all the features that a renderer API should have (terrain, roads, vegetation, decals), of course a little limited compared to what is coming with the new LE3 versions (though it's still not near to the features list it had, of course since LE2 was around there for so much time, and not speaking about performance far superior to what I have in 3.0). Also don't confuse my criticism, I'm not against LE or Josh, everyone here (at least the old users) knows that I supported LE as better as I could (and besides the NET wrapper I also developed and released to the community the old LEBuilder that can be considered the precursor of the current Project Manager with almost the same features and more).

  4. Honestly I agree with Rastar and I think the exact opposite to what Josh says about "Linux didn't detract time to PC/Mac", the only reason I upgraded my license to 3.0 was really because it supported OSX (my system from about 3 years now) besides Windows and when KS started (7 months after 3.0 release) I just had 0 or 1-2 updates (every day for months I clicked "Update" on LeadwersUpdater but the response is ever "0 files to update"). I felt like having received very few updates on 3.0 (updates=bug fixing, besides the terrain that is still missing important features like vegetation so it's mostly unusable for me) and when LE started its KS campaign for Linux its optimization and bug fixes were just stopped (despite the fact that we were ever told "the magic is an agnostic internal API", though it seems that it's not real for bug fixing) and all the effort was thrown to Linux editor.

     

    Yeah I know that 787 backers paid 42k$ but it shouldn't be my problem because I paid for a release that was just dropped too early and forgiven in a closet (but the 3.0 users were still waiting at least for bug fixing since it was clear that we wouldn't have new features because of the new 3.1 incoming). So you cannot say that Linux didn't (or don't) detract time, because it did really (you know all the time you spent to fix the silly UI-events you encountered on Linux, and we know as well since we read your constant KS&blog updates). So I just uninstalled LE at all.

     

    Now there's also the new fashion of SteamOS besides again Linux, this is definitely not something I'm interested in for my (and my clients) projects, that's why I didn't upgrade to 3.1 and neither I have any intention to do accordingly to the current route, and of course my problem is not the money to upgrade (since I spend more than 10x every 2-3 years for another that I'm fully happy with because it allows me to really speed up my jobs and uses the programming language that I love) but this kind of changing time by time.

     

    Though I'm continuing to come around here few days per week to see what happens next and discuss with my fellows over there, I'll wait eventually for 3.2 roadmap and features list in order to return back to LE.

    • Upvote 1
  5. Some alternatives:

     

    - Avegant Glyph: http://www.avegant.com/

     

    - Castar HD:

     

    - Sony HMZ: http://www.sony.co.uk/electronics/head-mounted-display-products/hmz-t3w

     

    Sony's headset is the perfect example for why I said "sell at 1000$ and fail", Sony is even worst it costs 1300£ (2500$, 1600€). It's nowhere near to how much a "normal" home user would buy (or me as father would buy for my sons). These prices are just good for niche groups,. A good affordable price for home/family users would have been the 3-4-500$ that I expected (and paid) for Oculus.

  6. Great, another product going to fail (or to be sold at 1000$ and so fail). I wish so much to see the very end of Facebook, Zuckerberg and all his billions. Above all I would like all those big names (Facebook, Apple, Microsoft, Google) to stay out of everyone else's business, God damn these billionaires.

    • Upvote 3
  7. I use specific websites for this kind of searches (mostly IGN, PCGamer and a couple of others and magazines from my country), not the search engines because everyone who makes a game claims that it's "the best". Oh by the way, I first try to find something on Steam :)

  8. I'm not a Lua developer (I use C++ only, in LE) but I see you have the property "script" for each entity and in GoblinAI I see that self.target is assigned from the target entity.script, so I think you should be able to access the player health in your GoblinAI using self.target.health

     

    @MilitaryG: I see you used/use also the "unnameable", so if you like component system and are using C++ then I could have something that you may find interesting, that is my craft-made complete component system built with the "unnameable" usage pattern (including AddComponent<>, GetComponent<>, GetComponents<>, Awake/Update/LateUpdate/OnGUI/Destroy).

  9. well rick is it more efficient than looking if it's less than 45° on the forward ray?

    What has this to do with LOS? LOS means "is there anything between me and my target" (to check for example if there's a wall between us), while yours is to check if it's in front of me that is completely different question.

     

    Hey Rick,

     

    Instead of hiding the model I believe the proper way is to use SetPickMode(0) before the pick and SetPickMode(Pick::Sphere) after.

    Agree, I think this should be the way to go, though I'm not sure it will skip also its children (in which case you'd need to call it on every child that you know having a collider). Do you know if it skips children too?

  10. Sony is coming with "Morpheus" project , all others will come, and PC will democratize it also.

     

    lol I think Sony will most likely fail (in terms of sold units), as they already did with their current head-mounted display: http://www.sony.co.uk/electronics/head-mounted-display/t/head-mounted-display

     

    At least unless they completely change their point of view on the price, cause I doubt there's really a consumer user (but also an indie/hobby developer) who is willing to pay 1000£ or more for something like this, when Oculus costs less than half of it and is more supported by indie community.

     

    By the way, I WANT the Oculus DK2, will see if I can get it in the next few months, I have already DK1 but DK2 with 1080p and above all positional tracking is very much better (besides the fact I read that sickness is now no more in DK2, or at least very few compared to DK1).

    • Upvote 1
  11. ok, the modelling job should be handled by another program, like Blender.

    But, if I already have a model in Leadwerks, and I need to apply various motion animations to it, triggered by script events.

    What file formats should I export the animation from Motionbuilder in?

    Export to FBX format, it's pretty a standard (if MB doesn't export directly to FBX then it will export for sure to BVH, then import the BVH in Blender and export to FBX). Then you can import the animations in the Model editor window and use the command in Lua/C++ to play your animation.

    • Upvote 1
  12. Here is a code to rotate towards an entity that you can port to Lua too:

     

    Vec3 cur = myEntity->GetRotation(true);
    myEntity->Point(targetEntity);
    myEntity->Turn(0, 180, 0);
    myEntity->SetRotation(Vec3(cur.x, myEntity->GetRotation(true).y, cur.z));
    

     

    btw I tried the code posted above that uses ATan2 in C++ but it seems my header hasn't the operator "-" for Vec2, it's only defined in Vec3.

    • Upvote 1
  13. Ofc that statement is subject to interpretation, I personally take it to mean that the gui designer will almost certainly come during 3.1's lifetime

    This would be the only reason for me to upgrade to 3.1, since I don't care neither OGL4 nor Linux support (decals implementation is another big stuff required, using a plane is simply awful)

  14. In your first post you said that you want your "main character to slowly push back the enemy character", so you need to apply the force (or Move if you're not using forces) to your enemy character.

  15. @NA: Trust me, I understand your thoughts and I know the issues in relying on physics, but I have many ideas of games where physics plays a very important role in the gameplay and of course I don't like to reinvent the wheel and definitely don't like to use raycast on each update to only understand if a rigidbody collides with something, this is the role of a physics engine else it would be completely unuseful. For example my latest game Domino Rally (http://itunes.apple.com/us/app/domino-run/id663200322) is almost completely relying on physics and it works pretty well without any "hack", it just works with forces and physics, so this is an example where you can perfectly rely on physics if it works as expected. I'm almost disappointed that I cannot rely on physics, I'm not the best math or physician in the world, neither I want to achieve a degree in Math or Physics Engineering to make a game (also consider that as already told I'm having very high FPS and unless the physics engine is completely broken then I should have collisions detected as expected because I'm not using very high velocity or very thin objects, I mean the bullet is thin BUT the avatar model is deep enough that it's really impossible that the engine won't intercept the collisions). I'm almost sure that my setup is wrong somewhere, because LE engine should hopefully implement physics correctly. Besides the fact that I'm not interested in porting a game to other engines, in which case I'm perfectly aware that it could lead to some changes to your code (well I implemented a component system and game engine, so if I had to change engine it would require changes to only 1 function, this is "API agnostic" too even if it relies on physics instead of math distance/collision detection).

     

    So to not being forced to hold on, I opted to switch to continuous raycast along the movement of bullet, this is working of course, even if it's not what I was trying to test. So for now I'm following this path and hopefully will release sooner a game demo, just some weeks to build few levels.

  16. Note the link path, it has "le2" so I suppose this documentation is for LE 2.x not for 3.x (and yes LE2 was C, or better it was BlitzMax compiled DLL if I remember well, while the C++ version was just a wrapper around the C functions). We haven't the old T* types, like TMesh in the example posted on that page. I don't find anything about decals and surfaces for Leadwerks 3.

  17. I'm not making FPS, but platformer/sidescroller where units shot bullets around the screen so the damage has to be applied when the bullet hits the target and not when you shoot. I'll try to use raycast as well during the bullet flight like NA says for his "long distance" shot, thanks.

  18. Don't know if it's the same problem but I'm having issues with prefabs as well (crashes everytime I navigate to a folder that contains a saved prefab) and Josh said that it was reported and will be fixed in the next update.

  19. I tried to use the hitbox like suggested here (created a box with the editor tool, applied material "invisible.mat", set collision type "trigger" and "swept collision") and throw towards it a bullet model with collision type Prop, mass 1, swept collision and apply force, but for some reason I haven't any collision logged in my hook (also if I set collision type "prop" to the hitbox it still doesn't react to the bullet). By the way, the model containing the hitbox is stored in the scene, the bullet is of course instantiated at runtime with Model::Load.

     

    Is there something more that I need to setup to correctly handle collisions on objects?

  20. oh I hadn't thought to set the key from script Start, I'll use this way for specific gameobjects and general purpose components. Yes it's a pity that I cannot use Reflection, I'll build a factory as well.

     

    Thanks

×
×
  • Create New...