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Posts posted by Guppy
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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 )..
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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 )
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This has apparently been fixed already.
source
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Yeah definitely. I was going to put it on the Workshop IF I get it to work, but there are no guarantees that I can get it to work.
This may be usefull towards that end;
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на фото подробно не покажете? что то не пойму!
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?
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"Mistakes" ( and by that I mean sheer incompetence ) like this makes me wonder just what the hell they are teaching these days on universities.
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Guppy, you're my hero.
Any idea how to pass a C++ context to Lua?
I'd like to be able to draw in either C++ or Lua.
Same with window.
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()
Context:GetCurrent()
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
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Does anyone have any experience/examples/documentation on the Interpreter class?
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
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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);
- Did you infact start a new C++ project?
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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;
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The absolute path is pretty embarrassing.
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
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Blenders fbx exporter is somewhat limited
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Did you ever get this to work?
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What kind of Nerd is on the forums om christmas eve... Oh wait
Merry Xmas
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The STD version is a dlc to the indie version usually dlc gets installed automatically, you may want to see if steam has an option to download the dlc ( not at the computer ATM)
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Putting it another way if you own STD version then you cannot install the indie version
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I can see launch leadwerks but not install
That would indicate that it is installed- try launching it and create a new project?
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Wow that looks amazing.
And because purely positive feed back is useless here are a few nitpicks:
1) The lighting on the model doesn't do it justice it is for instance impossible to see any detail on the neck. Here is a tip from photography - since rending a showcase model is pretty much the same thing
http://mrstromain.files.wordpress.com/2014/02/3-point_setup.gif
2) shine (specularity?) map
the leather bits ( small bags, shoes ) it seems unlikely that a guy that scruffy takes the time to do a mirror polish on his boots and belt bags every morning
The bagpack looks a but like plasic, again dampening the shine will help.
The shine on the hair makes it look waxy, if he is to be used for 3rd person this will become very anoying after a while.
The face colour seems a little bland you might want to add a tiny smidge of shine here ( just dont overdo it or he will end up looking greasy )
Over all I'm extremely impressed - I've seen people who sell their models who didn't look half this good.
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Anything you draw after world->Render() will be drawn ontop of the world - so an alternative approach would be to use the RTT( render to texture ) tutorial and and render the character as a transparent sprite ontop.
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Fairly strange question but sure you can put letters in your game - you just need the proper models like for instance;
Multiplayer - you can but will need the standard ( c++ ) version, from here you can add any network/multiplayer library like RakNet.
"play game at local so someone can play"
No idea what your asking
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Google for "visual studio project header search paths" leads to this answer;
in the Visual Studio C++ Include directories under Tools | Options | Projects and Solutions | VC++ Directories
I am however unable to verify the solution as I have no windows machines at my disposal
steam bug involving rm -fr /*
in Linux
Posted
will still fail if $STEAMROOT is one of
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