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Laurens

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Everything posted by Laurens

  1. Apologies, I meant loading it in code from the binary. Like LoadFont("incbin::arial9") or something. Except that doesn't work Cheers!
  2. Hi everyone, Is it possible to get the default, built-in font Leadwerks uses? I'm talking about "incbin::arial9".
  3. Wow, good to hear it'll run on Mono
  4. Hi guys, I am currently building an RTS camera and not being so great at math I am a little stuck. The camera has a certain altitude which can be adjusted by the player, let's say it's 10. The camera is rotated a certain amount on the X axis to make it look at the ground. Lets say 40 degrees. Now, when I press "W" I make it move locally on the Z-axis. This makes it move forward, but because it is rotated on the X-axis and thus having the Z-axis facing the ground, it also moves down. I need to figure out how much to move the camera up along the Y-axis for any given amount on the Z-axis (let's say 1 for arguments sake). Can anyone help me figure this out? Thanks! PS. I know I could just let the camera move down (MoveEntity) and right afterwards call PositionEntity and reposition it on the Y-axis but I prefer to do it properly. This seems like a dirty workaround.
  5. Laurens

    What's missing?

    I doubt he added more bump mapping. The postpro just makes it pop out more I guess. Guess it's also a matter of taste. I personally feel that Ubu's orginal shot looks way better than Aion. I think Aion and WoW look horrible. Maybe you can compare to this shot. It's from Lord of the Rings Online of which I personally feel it has much more atmosphere. http://lotro.arinthros.com/screens/files/landscape/shire_awesome-brook3.jpg
  6. Thanks for the response Ubu, I will do so then Any idea where the delay might be though (parsing the INI perhaps?)? Because I am not experiencing a delay when loading regular textures. That's why I was so surprised Regarding AA'd fonts: you can apply AA in Font Studio before exporting and load them up in the engine. Haven't had any problems with it. Cheers!
  7. I have never done so myself but I believe UU3D is capable of doing so. EDIT: I forgot about your seconds question. You need to create a material in material editor and give them the same name as the materials on the model. You can check with the model viewer which names those are. Also: in before macklebee tells you to move this somewhere else .. .. . . ... Nah, just kidding, but really, we should keep this stuff out of GD
  8. If you are a programmer like myself, you can use this POVRay plugin to create starfields. It's possible to create starfields, nebula's and other celestial objects with it. Completely customizable. http://povrayinclude...com/galaxy.html
  9. I've seen a lot of art related tools fly by. On the programming side of things I am using Visual Studio 2008 Professional (C#). You can get Express for free but if you can somehow get Pro you get all the goodies such as built-in class diagram editor.
  10. I went back and forth between C++ and C# a couple of times. Settled for C# in the end because of: A) Unified Event Model. Oh how I love this. No dirty hacks required to make circular includes work. (A has B, B also has A). C) It cuts development time in half (partly because I know C# better than C++). D) Built-in class diagram editor with code generation in Visual Studio. Kinda supports point C. Being a binary licensee I cannot run my games on Linux anyway so I don't really care about that. When Leadwerks does start supporting other operating systems maybe I can get it to run on Linux anyway using Mono. I haven't checked.
  11. Hi guys, I have been busy on slapping a GUI together and was kind of surprised when I noticed that loading fonts is pretty slow. Let me explain. I have a GameScreen which renders the 3D prettiness and such. When the player hits the escape key it creates a new PauseScreen and pushes it on top of the screen stack. Because the PauseScreen has - at that point - not yet been initialized, the screen manager calls LoadContent on it where it starts loading images and fonts used. When I do not render any text to screen, the pause screen shows up instantaneously (well, for the eye) as opposed to a quarter of a second delay when it does have to load fonts. For custom fonts this delay remains even after it has been first loaded. Not so with the built-in font. The built-in font has a delay when first loaded but is instantaneous every time afterwards. I am not freeing the font in any way. Has anyone else noticed this? I am thinking of creating a FontPool that loads all used fonts at the start of game and maybe circumvent it. However, if I am the only one experiencing this delay then I'll dive deeper into my code to see whats wrong. Thanks!
  12. I personally liked the way it's done in Dragon Age very much. It's a single bag for your entire party (not sure if you control a single character or multiple in your game) that categorically lists your items.
  13. Laurens

    C# Framewerk

    Has there been any word on the new DLL with Framewerk compiled in?
  14. Thanks for the input all. I am going to give this a whirl later this week and let you know what I cook up. Cheers!
  15. Thanks, really got me started using LUA
  16. You need to use your as the and for the restricted tutorials.
  17. Well obviously, but I was wondering if it were somehow possible to use the nodes that Josh created, those that are being used in Editor.
  18. Because it would enable players to lay railroads for instance while playing the game. Hence the reference to Railroads. Although I agree I wasn't to clear on that. That would work. But can be it be done without reloading an entire scene?
  19. Hi guys and gals (do we have any?), Last night I was playing Railroads and was thinking about how the new Editor got this nice new road system. That got me thinking about whether or not it is possible to lay roads programmatically (C++, or whatever language). Is it possible to do so? If not you would just be reinventing the wheel since Josh already did such a good job on them. Cheers!
  20. That sqlite database is a freakin' good idea now you got me thinking about it. I am going to take a look at that. Thanks
  21. I would prefer not to use Editor for designing galaxies though. Due to the large distances I need between celestial bodies it becomes near impossible to navigate. I could scale all objects down a lot, but the camera moves way to fast to zoom in and maintain precise control when viewing very small objects even on it's lowest setting. This is why I came up with my own format and editor.
  22. I would also bet a procedurally generated environment would not have as good a hand for balance as a human would.
  23. Hi guys, I am currently working on a space simulator which is coming along pretty nicely. I am currently capable of loading galaxies in a custom format and jumping between galaxies. I want the player to be able to leave his/her ship and explore a station however, which is where I am stuck at. Basically I need everything that is going on in a galaxy to keep going on while the player is docked. AI should keep docking/undocking and generally flying about. I just need everything to be hidden while the player is docked (which really is just an Editor scene). So I though of a way to tackle this but I am not sure if this is possible using Framewerk. I would have two seperate worlds. One contains the galaxy the player is in and the other one would contain the Editor scene. When the player is docked, the game switches state and sets the station world as the current world. Seems like an easy way out to keep the galaxy updating and still hiding everything in it. When the player undocks, the game would switch state yet again and the galaxy would be rendered. Is this setup possible with Framewerk? Would this lead to high memory usage? Does anyone have other suggestions on how to solve this problem? Many thanks!
  24. That looks pretty interesting. I will try that when I get home tonight. Thanks!
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