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Guppy

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Everything posted by Guppy

  1. Guppy

    Development

    My first thought when I read this was to make multi level fountain model with the water effect, like this But if I read this update correct that will not be possible? Or can we attach the shader/effect to custom planes?
  2. http://www.leadwerks.com/werkspace/topic/10016-mapping-standards/ is about as close as you get I would recomend modeling a meter stick and using that to figure out the conversion ratio
  3. 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
  4. Sound like your asking for streaming terrain/maps - which wont really work with the current leadwerks map format I think ( you'd have to chunk up the map + model loading )
  5. If you bake your cycles materials/node setup then there is no difference to the blender internal
  6. 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
  7. Guppy

    Vision cone

    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.
  8. will still fail if $STEAMROOT is one of .. ( optionally with /.. added ad-nauseum ) one or more spaces ~ and properly a host more readlink -m $STEAMROOT or realpath if available on the system side steps this issue by resolving the actual path first and then you can see if your someplace stupid like root, the root of your user dir ( ~ ) etc... not sure how to alert value to the problem tho
  9. You could stop calling world->update(), but then you will have to handle particles and navigation your self also, which I think with switching physic engine you would have to any way ( particle coliding with terrain, dynamic changes to nav mesh due to physics )..
  10. Guppy

    Vision cone

    Nice function, a little critique wrt the main function "GetEntityNeighborsViewCone(entity, raduis, scriptOnly, angle)" assuming that "angle" is the apex angle ( it the angle of the pointy bit of the cone ) and that "raduis" is not the radius of the cone but rather the radius of the circle of interest (ie the height of the cone) Might I suggest that it be changed to "GetEntityNeighborsViewCone(entity, angle, height, scriptOnly)" To keep the optional parameter at the end where it belongs and also keep the cone definition together. For "WorldGetEntitiesInAABBDoCallback" a cleaner solution would be to pass the global parameters as a table ( tables in lua are passed by reference always so changes to it will be reflected in the variable of the calling function ) using the "extra" field like so local extraParameters={ table={}, entity=entity, scriptOnly=scriptOnly } It just removes an error source in case you start using it for both players and mobs ( concurrency, interrupts, etc )
  11. This may be usefull towards that end; http://kayru.org/articles/dssdo/
  12. Skulle vi ikke bare blive enige om at det er letter for alle parter om vi alle tog og snakkede et fælles fremmedsprog - f.eks. engelsk når det nu er det sprog som spil motorens udvikler taler?
  13. "Mistakes" ( and by that I mean sheer incompetence ) like this makes me wonder just what the hell they are teaching these days on universities.
  14. As already pointed You dont really want to pass those as getCurrent work in both cases, also passing anything other than simple types is error prone. Window:GetCurrent() http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/window/windowgetcurrent-r628 Context:GetCurrent() http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/context/contextgetcurrent-r632 The bitbucket link has examples of passing data in both directions as well as calling lua functions from C++ and vice versa, but as I said it will require some digging as it's a more or less complete gui
  15. What would you like to know? Here is an example of pushing data from C++ to lua; http://www.leadwerks.com/werkspace/blog/138/entry-1288-pushing-complex-lua-tables-from-c/ If your up to digging through C++ code there is some examples of going in both directions here https://bitbucket.org/guppy42/cppandluatest (be ware this project is semi-retired) Finally the c++ source code for the lua version is in the source folder of any lua project you create - you can take that and replace your app.h/c++ of your c++ project and it will work exactly like the lua project - except for any changes you make
  16. also http://www.rjek.com/arcfour.lua.txt
  17. @tjheldna - not currently, but I believe there is that we've by now demonstrated a need to somehow mark files as needed. Preferable a non lua file you can add files/directories to in plain text format
  18. are comments scanned aswell? Or can we mark directories/files as 'always include' ? For instance my gui has all the textures it uses in it's xml files, so it would be good to be able to say always include "gui/*"
  19. a few things to help you debug; Did you infact start a new C++ project? Are you editing the correct map? ( just opening a new project in the editor wont change the map for reasons unkown ) Are you using the FPS prefab? ( in this case you need to remove the camera in the C++ code or it wont work ) Have you compiled BOTH the debug and release version of the source? As for the map needing to be called start.map - look for theese line in the App.cpp file; std::string mapname = System::GetProperty("map","Maps/start.map"); Map::Load(mapname);
  20. Guppy

    Droid planet

    For your own sanity you may wish to redo the leg / foot rig to something a little more animation friendly; here is a easy to follow tutorial;
  21. It's a debug symbol so the debugger knowns what file to look for the source - but since you don't need to debug the engine it has no meaning to you
  22. Blenders fbx exporter is somewhat limited
  23. http://www.lua.org/pil/11.1.html
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