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Josh

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Everything posted by Josh

  1. http://cop.stalker-game.com/?page=news&subpage=1&item=150 Interesting that it looks almost identical to our engine.
  2. Josh

    XBox

    Last week I was researching the XBox and PS3 platforms. An XBox version of Leadwerks is technically feasible, and though the cost is considerable, it's not a barrier we can't cross. However, obtaining the development license from Microsoft will be much harder. Basically, they are unlikely to sell a development license until this engine has gained more users and had a couple of commercial games released. So we'll just keep improving and building momentum, with the eventual goal of expanding to the consoles. Even if you can afford the licensing fees for your own game, you're not going to get an XBox development license without having already published another successful game. So it seems we need to first focus on the PC, and then spread out when we are ready. There's still the MacOS version coming, and possibly a Linux one, if the demand is there. The editor and tools will work on all three operating systems with no code changes.
  3. There is now a "Tools and Utilities" section where you can store your files.
  4. Josh

    Coroutines

    Don't have a clear idea how it works, but I am interested.
  5. ...due to the way that particular script is written. It could be written so it doesn't need those values at all.
  6. Maybe stable releases can be made into conventional installers in the future. What country are you in?
  7. I don't think you want to have to re-download the whole SDK every time I make a small fix. We used to have to wait weeks between updates. Now I can fix small problems instantly.
  8. That should work perfectly.
  9. What kind of internet connection do you have? It's also probably going to be slow right now because so many people are using it.
  10. Make sure the "Scripts" folder is in the same directory as your program: // ==================================================================== // This file was generated by Leadwerks C++/LEO/BlitzMax Project Wizard // Written by Rimfrost Software // http://www.rimfrost.com // ==================================================================== #include "engine.h" int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd ) { Initialize() ; RegisterAbstractPath("C:/Program Files (x86)/Leadwerks Engine SDK"); SetAppTitle( "MyGame" ) ; Graphics( 800, 600 ) ; AFilter() ; TFilter() ; TWorld world; TBuffer gbuffer; TCamera camera; TMesh mesh; TLight light; TMesh ground; TMaterial material; world = CreateWorld() ; if (!world) { MessageBoxA(0,"Error","Failed to create world.",0); return Terminate(); } gbuffer=CreateBuffer(GraphicsWidth(),GraphicsHeight(),BUFFER_COLOR|BUFFER_DEPTH|BUFFER_NORMAL); camera=CreateCamera(); PositionEntity(camera,Vec3(0,0,-20)); //================================================================ // Here is the code I added //================================================================ SetGlobalObject("world_main",world); LoadModel("abstract::windmill.gmf"); //================================================================ // //================================================================ material=LoadMaterial("abstract::cobblestones.mat"); mesh=CreateCube(); PaintEntity(mesh,material); ground=CreateCube(); ScaleEntity(ground,Vec3(10,1,10)); PositionEntity(ground,Vec3(0,-2,0)); PaintEntity(ground,material); light=CreateDirectionalLight(); RotateEntity(light,Vec3(45,45,45)); // Game loop while( !KeyHit() && !AppTerminate() ) { if( !AppSuspended() ) // We are not in focus! { // Rotate cube TurnEntity( mesh, Vec3( 0.5f*AppSpeed() ) ) ; // Update timing and world UpdateAppTime(); UpdateWorld(AppSpeed()) ; // Render SetBuffer(gbuffer); RenderWorld(); SetBuffer(BackBuffer()); RenderLights(gbuffer); // Send to screen Flip(0) ; } } // Done return Terminate() ; }
  11. Josh

    The Day After

    I'm taking a short break before I swap GPUs to fix that ATI shader error. There are now 110 Leadwerks Engine 2.3 users. I did not think the number would be nearly that many. I am most interested now in documentation, tutorials, and examples as well as improving existing features. With C++, it wasn't worth diving too deep into game tutorials, because only 40% of the programmers would find it useful. Furthermore, it is harder to design useful game components that are easy for users to learn from. With Lua, I don't feel like I am wasting my time. Everyone can understand Lua, and even if the code gets turned into a compiled C++ program, it still gives all programmers a starting point they can learn from. It also gives us a common language we can talk to each other in and share scripts. I'd still recommend C++ or BlitzMax if you know what you want to make, and have high performance demands. But I think Lua is fantastic for smaller games, prototyping ideas, and learning.
  12. It isn't possible, which is why we specialize in doing it. Okay, okay, it's actually Julio Jerez that gets credit for this feature. I just wrap his commands up in a way so they are nice to use.
  13. When you have what's coming, you won't need a tool because there will be no pre-made break pieces.
  14. People who stay with 2.28 will get updated as well, but I am doing the 2.3 users first.
  15. You can buy the game in England.
  16. Hilarious. I actually did interview at Harvard, Stanford, and Yale, but by that point I viewed entering the medical profession as suicide. If a few things about it were different, it would be fantastic, but as it is I think it is a really bad deal. I have heard so many MDs say they wish they had gone into business or engineering or anything else. They try to sell you this idea that you are serving a higher purpose. You're not supposed to be in it for the money, but the hospital and administration certainly are. If a patient is getting treated by a resident making $50,000 a year, they don't get a discount on their hospital bill. Reality is they want cheap labor that doesn't make a fuss. I mean, if I said I was going to pay the workers at my McDonald's $2.75/hr. because I only wanted people who really loved working at McDonald's, you would see right through my pretense. I wonder who even owns that site?
  17. The two APIs are about the same, although OpenGL runs on more platforms. DX11 has a couple new features OpenGL hasn't implemented yet, but I expect tessellation support to be added. OpenGL will also run the same on all versions of Windows, but I think DX11 has better backwards compatibility than DX10 had.
  18. Usually the first couple years of any engine's life doesn't produce any games, because users are still learning the system, and it's still being improved. The nicest DarkBasic and Blitz3D projects didn't come along until 5 years after they were released.
  19. Regarding the forum, the general engine discussion is open to the public so anyone can ask questions and post.
  20. I tried emailing you, but my message was rejected. You might want to try using PayPal to order. I don't know why Google Checkout doesn't allow orders from your country: https://www.paypal.com/xclick/business=orders%40leadwerks.com&item_name=Leadwerks%20Engine%202.3%20single-user%20Upgrade&amount=50.00&no_shipping=0&no_note=1&currency_code=USD
  21. Finally, the evaluation kit for Leadwerks Engine 2.3 is released. Get it here. The evaluation kit allows saving and script editing for a period of 30 days. C/C++ programming is not possible with the evaluation kit. An NVidia GEForce 7000 or ATI Radeon 2000 series graphics card is required. An NVidia GEForce 8800 or ATI Radeon 3870 graphics card is recommended.
  22. If you just run it again when done, it will update just those files that don't match the server. There's probably a lot of people downloading right now.
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