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Josh

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Everything posted by Josh

  1. What kind of compile times should I realistically expect in optimum conditions?
  2. Is this something that gets set per-file? I looked at the options and there's one setting to use a pch and another to create one...I am a bit confused, and Google did not help.
  3. Do you have a file that can produce this error?
  4. Is there anything I can do to improve the performance of the visual studio compiler? If I only change the main code file, it takes 20-30 seconds to compile a small project. GCC compiles a similar project in less than a second.
  5. Josh

    Codewerks

    It's a whole new engine, although it uses a lot of existing code.
  6. Josh

    Codewerks

    I am not translating BlitzMax to anything, but chunks of BMX code can be converted with minimal changes.
  7. Josh

    Codewerks

    The code isn't BlitzMax, and object handling works a lot differently.
  8. Josh

    Codewerks

    This isn't about forcing anyone to give up C++. Like I said, I could implement this and you wouldn't even know it.
  9. Josh

    Codewerks

    The example I posted wasn't very extreme, but I believe the number of characters my language uses will be somewhere around 20% of what C++ requires. I do understand C++. I have to in order to understand how to create efficient code. The problem is C++ involves a large amount of tedious unnecessary typing. For a large team where manpower is unlimited, this doesn't really matter. For a small team, it is very important. Also, if I start using a lot of shorthand in C++, a company that licenses the source from me won't be too happy. So me using this is a foregone conclusion. I am just wondering if anyone else would find this useful.
  10. Josh

    Day 1

    Production of Leadwerks 3 begins today!
  11. Josh

    Codewerks

    You can read about my C++ production process here: http://leadwerks.com/werkspace/index.php?/blog/1/entry-496-friday-the-13th/ This thread is for discussion of your thoughts about a new programming language that gets compiled through C++ code.
  12. Josh

    this engine

    Not sure if I should lock, delete, or just let this one ride out for comedic value.
  13. I think they did something similar in the STALKER games. If you poke around the files, there are some textures with a bunch of billboard images merged onto them.
  14. I'd rather not share the details. It may be possible to implement billboarding for static meshes, but the potential savings are uncertain and it's not a high priority.
  15. People might want more than just cow AI.
  16. Meshes already use batching. The vegetation LOD system uses another method that doesn't work well with dynamic objects.
  17. Under a certain threshold, there's not really any difference between rendering 2 or 200 triangles. The cost of starting and stopping that operation becomes more significant than the actual draw time itself.
  18. Yes, an automated system is being implemented.
  19. The polycount seems excessive to me. That could mean quads, in which case it would be over 100,000 triangles.
  20. Version 3 will have a pathfinding system built-in for AI.
  21. It's complicated, but the way the Windows controls system is designed, it doesn't allow tab cycling up hierarchies...the subcontrols are laid out in panels with children, to control the way they resize. So I actually just happened to be dealing with this problem, and I am leaning towards removing the little up-down arrows for float values. That will allow you to type in one value, then tab to the next control.
  22. Does anyone use the little arrows next to the text fields in the vector controls? I could just get rid of them.
  23. The spinner control I wrote was pretty difficult to get right with decimals. Right now it is programmed to move in increments of 0.01. I'll see what I can do.
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