Andrew Katrich Posted April 21, 2010 Posted April 21, 2010 Hello studied here and the engine is not by chance, a great procedure for the establishment of the sky. So far, no atmosphere, but you can supplement it. And so we look: void CreateSky(str skyname) { TMesh skybox; skybox=CreateCube(); FlipMesh(skybox); PaintEntity(skybox,LoadMaterial(skyname)); //Note: You must specify the size as much as possible. Depending on the size of your card. ScaleEntity(skybox,Vec3(1000,1000,1000)); } Note: If you use a function where blendalpha to complete it should be disabled. Example: SetBlend(BLEND_ALPHA); DrawText('TestText',4,4); SetBlend(0); Quote
Canardia Posted April 21, 2010 Posted April 21, 2010 LoadScene loads the skybox from the Editor map directly. So using LoadScene, 50% of the game code is ready, then just add some game logic. Gamelib adds another 25%. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■
VeTaL Posted April 21, 2010 Posted April 21, 2010 And what about the last 25% ? Quote Working on LeaFAQ
Canardia Posted April 21, 2010 Posted April 21, 2010 There won't be 25% left, since the game logic takes also some decent amount, although you can do a lot of the game logic with physics. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■
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