Jump to content

Guppy

Members
  • Posts

    775
  • Joined

  • Last visited

Posts posted by Guppy

  1. I do not think this is a problem with Leadwerks but rather with GTK and/or X.

     

    I've never encountered this problem with any other GTK app, and given that there are in the 100's of thousands of people using GTK daily a bug like this would surely have been spotted by now.

     

    Rather I think it's your refusal to use standard GTK components that has (once again) come back to bite you.

    • Upvote 1
  2. Think "golden axe"

     

    It's bascially a endless supply of enemies and a few limited moves ( unlike fighting games with all their combos and what not )

     

    It would be super cool to make it rogue like - bit I think that would be outside of the scope

  3. the transition between between water and land just shows a plane diving the screen ( not your fault I know ), but perhaps you can hide it with splash decal or by applying the wobble shader a little before?

     

    About it being green lit - stranger things have happened, hell add in some child friendly elements where you have to collect X (random) beams with clear visual and auditory showing how many to collect and how many is left. ala "You have placed 2 of the 3 beams. you need 1 more beam"

     

    The more I think of it the more I'm sure my son would love to play it - let me know if you need help with danish translations/voice smile.png

  4. I use

       std::list<Camera*>::const_iterator camIter = world->cameras.begin();
       while(camIter != world->cameras.end() ){
           if ( (*camIter)->GetClassName() == "Camera" ){
               camera=(*camIter);
           }
           camIter++;
       }
       if ( camera == NULL ) { // if the map did not provide a camera we create our own
           camera = Camera::Create();
           camera->Move(0,2,-5);
       }
    

     

    In place of the create camera code in App.cpp ( after loading the map ).

     

    That last camera seems to be the one used, how ever there is no guarantee for this.

    • Upvote 1
  5. I'll try this out later.

    But like I said, In my new project, no collisions work with the FPSController.

    I can't bump into the default crates, etc.

     

    Perhaps I'll just use the default "MyGame" for awhile for testing. Thanks for your responses Olby, I do appreciate them.

     

    If you have an extra camera in the scene graph try to delete that - I know that has tripped me up

  6. The beta gave me the option to use the hull generator.. but it crashes.. a lot.

     

    Well it's beta, so some bugs are to be expected - they wont get fixed either unless they get reported. **Hint** ;)

     

    As far as I can tell there are only me and DerRidda reporting bugs for linux (the rest of the linux users are either shy or not using ubuntu LTS ), and this is quite frankly this is an area I've not yet used.

  7. Google "mismatch detected for '_MSC_VER': value '1700' doesn't match value '1800'" yields 1000+ results the first of wich is;

     

    http://stackoverflow.com/questions/12398809/c-boost-filesystem-mismatch-detected-for-msc-ver-value-1700-doesnt

     

     

    The answer distills down to;

     

    "The library your attempting to link is compiled with a different version of Microsoft Visual C++ and thus cannot be used."

     

    Solution:

    Get the library compiled for the MSVC your using or compile it manually

  8. So do you mean that any materials defined as cycles materials should be baked and then re-created as old-style Blender texture

    OR should the exporter export a cycles material if it is correctly baked?

     

    My simple example was just a UV map image (png). It exported the material but it lacked a path to the image and I don't know if this is because it was not defined right as a cycles material or because cycles materials CAN'T be exported even if they are just a PNG texture (which seems to me similar to a baked texture?).

     

    I was in Blender 2.72 BTW to try to make sure 2.73 RC was not an issue.

     

    I'm by no means an expert Blender user so I find it easy to get confused in the pipeline necessary here.

     

    If the plug-in needs old-style Blender render then I think that point is important enough to be in the docs.

     

    Thanks for responding. Hopefully someone can clarify a little more on if I HAVE to always bring everything back to a old-style Blender material to work.

     

    Cheers,

     

    Michael

     

    If you bake your cycles materials/node setup then there is no difference to the blender internal

  9. Navigation is not dependent on physics, it just calculate path based on the navmesh.

     

    http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/world/worldupdate-r503

     

    "

     

    World::Update

     

    This function updates a world. Physics, particle emitters, navigation, and various other tasks will be updated. This function should be called once in the App::Loop() function.

     

    "

     

    so yeah navigation (, particles and "various other tasks") IS dependent on physics as it stands, unless you've some secret 'turn off physics' function up your sleve ;)

  10. I realize that the radius is used for the bounding box, but given that it also limits the height/length of the cone. The function is named "GetEntityNeighborsViewCone" not "GetEntityNeighborsPieSlice" so I just figured giving it parameters describing the cone would make sence ;)

    Optional parameters goes last as otherwise you cannot skip them ( tho maybe you can with lua )

     

    My comment about concurrency does not imply having to rewrite it threadded, but rather than you can safe guard against changing circumstances such as for instance physics becoming multithreaded ( in that case if you checked the vision cone from a collision trigger the results would be unpredictable )

     

    At any rate I did not mean to offend, you did how ever ask for optimizations - which I took to mean general feed back.

×
×
  • Create New...