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Josh

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Everything posted by Josh

  1. There are about three different ways of generating mipmaps on the GPU, and they all have their own individual driver issues. This is one the reasons I opted to support DDS textures exclusively, with their pre-calculated mipmaps. I recommend calculating your mipmaps on the CPU because I think the GPU-based methods are unreliable.
  2. I like the treeview too for command reference, but it's impossible for frames to work right without filling up the entire page. I wanted to make a treeview table of contents on the left, and the page contents on the right, and have it embedded within the page template, but apparently that is impossible.
  3. I know but if you know the C syntax, you know the BMX and C# syntax, right? Is there any significant way they are different?
  4. 1. Yes. You can release as many commercial or free games as you want. 2. Yes. A discount can be provided for multiple users. 3. There are no other entanglements.
  5. There is a Delphi header generator here: http://leadwerks.com/werkspace/index.php?/files/file/83-delphipascalpurebasic-header-generator/ Because it is a header generator, it should be able to produce up-to-date headers, but I did not make it and can't guarantee its accuracy.
  6. If C# syntax were included, would it need to look any different from regular C? Is there any compelling reason to add a dropdown box for C# syntax?
  7. This is what I was describing. C documentation: http://leadwerks.com/werkspace/index.php?/page/databases/docs?record=1〈=c C++ documentation: http://leadwerks.com/werkspace/index.php?/page/databases/docs?record=1〈=cpp Lua documentation: http://leadwerks.com/werkspace/index.php?/page/databases/docs?record=1〈=lua I'd like to have icons that clearly show what language you are looking at but I am having trouble finding a C icon.
  8. Josh

    set zip password

    Use this syntax: SetZipStreamPassword("pak_file_here.pak", "my_pw_here")
  9. What is a terrain brush? Do you mean the shape of the terrain tool effect?
  10. I am leaning towards using three databases: The reference database contains the engine command set. Each record entered has info for C++, C, Lua, etc. To change the info displayed a php variable will be included in the url, i.e.: http://www.leadwerks.com/index.php?/docs/commands〈=cpp http://www.leadwerks.com/index.php?/docs/commands〈=bmx http://www.leadwerks.com/index.php?/docs/commands〈=lua The database display will choose which syntax and examples to display based on the language setting. The combobox can be used to change the language. The second database is official documentation. This will be separated into categories and pages. This is for stuff that needs lots of pictures and explanations. Aggror will probably be hired to write most of this, if he wants to. The third database is the tutorials database we have now. A new template will be designed to display the tutorials in a nice neat format with the new site template. All the tutorials we have now will still be okay. The front page is where you will access all of this. We'll have some nice big images you click on to go to different area, broken up like this: Art Topics Programming Topics Tutorials C# Reference BlitzMax Reference C++ Reference C Reference Lua Reference ...or something like that. Sound good to you guys? I'm pretty excited about the command reference design, because it allows us to display docs tailored for each language, without it becoming too unwieldy.
  11. Shadow quality is basically the amount of shadow blurring, so it can cause an increase in shadow acne. The best thing to do is adjust your shadow offsets based on whether you think the light will be moving around or just sitting there, and how it is oriented to the room.
  12. http://www.leadwerks.com/wiki/index.php?title=Shadow_acne
  13. The parser is presently adding line breaks into the code text.
  14. Can you elaborate on that more?
  15. There are two ways I can set it up: 1. You enter syntax for C++, Lua, etc., and a dropdown box chooses the language, and everything is displayed in a consistent format. 2. I make the page editing pretty much like the wiki. If I use choice number 1, it's great for command documentation, but useless for general documentation that isn't in a specific format. If I go with option two, it's more flexible and you can write an article about using the editor or something, but it isn't doesn't let you switch languages. Perhaps these docs should be used for commands only, and a separate tutorials/articles system should be used for more tutorial-style information?
  16. Aggror still needs a system to fill the data into. I am most interested in hearing what features you want to make the docs system really useful. We can do pretty much anything, so speak up now.
  17. Check this out: http://leadwerks.com/werkspace/index.php?/page/databases/docs?category=8 The language box doesn't do anything right now, and the top-level template isn't written. I am getting pretty comfortable with database templates. Do you have any suggestions for features I should include? What is your dream documentation system like?
  18. It would be a cost-saving measure to design a language that got rid of some of the extraneous characters of C++. It could automatically generate header files and convert the code to C++, then compile. Every keystroke costs money. How long is the average line length? 20 characters? If you eliminated the requirement for a ";" character alone, you would reduce character input by 5%, and thus save 5% of the cost of that task.
  19. If BMX2 were BMX1 with more platform support and fewer libraries, I would be 100% in favor of it. In my opinion, BlitzMax should just be C++ without all the ****. However, to convert to all those different languages, it will have to be seriously crippled. This is from Mark's blog: This indicates to me it won't be able to do basic things like access OpenGL and DirectX directly. Everything will be run through their high-level commands, so the net result is you have a language that can just draw 2D shapes on every platform. He also says in the same blog function overloading won't be added to BMX1. As far as version 3.0, the majority of the C++ code probably won't even be written by me. I can do the job of 2-3 programmers sometimes, but that's my limit! I'll be spending most of my time designing the specifications of how it should work, handling some of the tricky parts, and writing the editor. Leadwerks is not going to be operating as a one man band much longer.
  20. There are some small things about ATI drivers that make them less preferable, at least with the 4000 series cards.
  21. I think this is a great idea. A simple example of actual gameplay would be nice. Just the process of making some characters run around and fight or interact is a good learning example.
  22. BlitzMax is still supported, and always will be. Everyone in the BlitzMax community knows that Leadwerks supports BMX. Few people outside the BlitzMax community have ever heard of BlitzMax. So there's not much reason to list something most new people have never heard of. I'm actually trying to cut the wordiness of the front page down more, because there is only so much text people will read and absorb, so I just want to get the important points across. BRL's lack of promotion has some very real consequences. If they had promoted BlitzMax, maybe they would be making more sales of it, and maybe they could continue to perfect it instead of switching to that Flash/Java thing they are doing now.
  23. 1. We can provide a discount for multiple licenses. 2. As far as I know it can. You may need to use Unwrap3D or something to convert to whatever format Unreal wants. 3. I think the programming is as simple as can be, but you still need to know or learn how to program. 4. There are some simple built-in networking commands, but I will admit that's not my specialty.
  24. Josh

    Downtime

    First, I want to apologize for the server issues we have experienced this week. With the amount of activity we have coming through the site, it is inexcusable to have any downtime. The server is reverted to the state it was about four days ago. If you have any important information from the last week you want to save, replace the domain name of the url you want to access with "69.163.255.164". For example, here is the link to the blogs on the other server: http://69.163.255.164/werkspace/index.php?/blogs If you click a link on the old server, you will need to change the URL again. This will be left up for a period of one week. One of the problems we have been trying to resolve has to do with large files being downloaded through the php download system. After looking into this for quite a while, the conclusion I have is it just won't work, and the php download system should not be used for this. We're going to use direct links to download those files until that changes. We also have some site improvements coming up very soon. It's not a total redesign, but it is a big improvement that maintains the overall look and feel of the site. We also have lots of dynamic content and a new spotlight section that features cool stuff the community is doing. The last step will be to have the forum reskinned to match the site completely, but I want to get the rest of the design solidified first. We'll soon be offering some additional products on the site, including tools and assets. We're also working on a community marketplace where you can buy and sell digital goods, sort of like the iPhone Appstore. We'll hold a beta of the system first so we can work it out with no real money involved. Again, I'm sorry for the recent website problems. Werkspace is your site, and we're glad the community values it, so we'll do our best to provide a good experience.
  25. In order to maintain a simple to use command set, the engine does not automatically stream objects in as you move around. However, it handles worlds about as big as Crysis, so it can probably do what you want.
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