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Rick

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Everything posted by Rick

  1. I'd say any 3D is possible with LE. All those things you are talking about can be in LE3 right now by you/we/us and doesn't require the engine to do it, although it would make it easier. I wouldn't hold your breathe on destructable things being part of the engine (it's possible but there are many more things it needs/wants). You can set this up yourself though once you get familiar with the engine.
  2. ?? networking component
  3. What I know your text should be drawn between world->Render(); /// all 2D drawing here (text and images) context->Sync(false); This is probably why you had to clear and all because I never do that.
  4. I don't recall ever hearing it would be free, and I've been with LE for maybe 3+ years.
  5. I think you are really going about it the right way. Play around with the scripts that are available and modify them to what you want. You aren't really learning Lua, but using Lua to learn LE3's API. What I would do if I were you is think about what you want to do (not in code just a general idea). Then set out to get it working using Lua and Leadwerks 3. LE3 is so new that getting all these detailed Lua examples will take a good amount of time. No sense in waiting for all those, just dive right in and if you have questions, look at the API doc to see if anything stands out that could solve the problem you are having and/or ask on the forum. Sounds like you have the basic grasp of Lua now anyway.
  6. Rick

    My Whacky Moles

    @Von wow, that's strange. For the rotation issue I think I can force this to always be sideways and that might help. The Paid version not installing is a mystery. I do plan on adding a few things to the paid version (pause button, mole holding sign of new level, etc) soon so maybe a new version will help if I go through the signing process again. If you would like a refund until that time I think I'm able to do that in the google dev console. Just let me know. The new version is probably a month away.
  7. Note that a couple of those solutions they have is the same as my event code I posted in the assets section that allows you to call member function pointers. The main problem these all suffer from is that the function sig has to be the same in each container OR you have to have multiple containers that are grouped by the function sig and manage that. This is why I suggested Lua where you don't have to mess around with that. You could give all functions a parent class pointer (like Object*), and then have specific derived types that you down cast when calling and convert once inside to the type it's expecting. That way all function sigs are the exact same (1 Object* param), but calling them can passing derived objects from Object. So like: void ConsoleFunction1(Object* obj) { SpecificObject* object = (SpecificObject*)obj; // probably like dynamic_cast or whatever is safer } void ConsoleFunction2(Object* obj) { } Since they all have the same sig then you can store them all in your map without problem. When calling it would be: map["console1"]((Object*)new SpecificObject());
  8. I have Win 8 and I don't run into this problem. Not sure why though.
  9. Haven't tested but like Mumbles is saying: void (*pointerToFunction)(); std::map<string, pointerToFunction> myMap; You want your value in the map to be the function pointer not just a void*. This should work then. Adding parameters will be more difficult though as each different function pointer needs to be created for each signature. You'd be better off making this stuff in Lua I think as it's sooo much eaiser because functions can be passed around and stored like any other type, and parameters can all be dynamic too.
  10. From the above it looks like CSG will receive them, so I guess casting would be the question then
  11. @Josh Do these work on CSG too or just imported models?
  12. Lua/LuaJIT is just a single (maybe 2) source (normal C) file. As far as I know it runs on Android and iOS as is. I still think you can just bring the source into your LE project and you should be good.
  13. Can you show the entire code? The function definition and what your types are declared as?
  14. Try dereferencing it. Try: (*myMap["Test"])();
  15. Nevermind. Somehow project->properties->debugging->working directory was just $(ProjectDir) instead of $(ProjectDir)..\.. I swear I did not change that so not sure how that got messed up
  16. The default C++ code has the following for loading the map. std::string mapname = System::GetProperty("map","Maps/start.map"); Map::Load(mapname); This fails for me. The DOS window shows this failure and shows it trying to load the map in the following location which is wrong. E:/GameProjects/Crawler/Projects/Windows/Maps/start.map. Why would it be looking for the map in Projects/Windows/Maps and not E:\GameProjects\Crawler\Maps where the map actually is?
  17. You're killing me Aggror . I have no idea why this is giving me this error then What I find interesting is if I place the following line in the App::Start() right after the context gets created it doesn't error. context->SetBlendMode(Blend::Alpha); Also if I have this line before: Time::Update(); world->Update(); world->Render(); it doesn't error. After and it errors. Strange.
  18. You can do this if you bring in LuaJIT library (I think it's like 1 source file). In LE2 I know I mixed my own Lua stuff with LE's just fine.
  19. hmm, yeah it works if I do C or E drive. I guess the only other difference is this project is linked to BitBucket for source control. The folder structures look the same though as a normal project.
  20. By default your app.h and app.cpp are in the header/source filters though right?
  21. I get this same error when I run the default VS project. I can build and run the exe created from it just fine, but running from VS gives me the error on the same line as you Aggror. I didn't make any new filters or anything. App source files are in their source/header filters like they are by default. I even tried moving them to the root project filter and it didn't work either. Yeah, this is very annoying. I can't debug a project The only thing different is that my project isn't in the LE projects folder and instead of another drive in another folder. Maybe I'll have to change some paths in the project.
  22. Why do I get hundreds of linker errors when building in debug: 1>Leadwerks.lib(Emitter.obj) : warning LNK4099: PDB 'vc100.pdb' was not found with 'Leadwerks.lib(Emitter.obj)' or at 'E:\GameProjects\Crawler\vc100.pdb'; linking object as if no debug info Is ignoring this warning number the only way to remove this warning or is there some other setting in VS for this?
  23. Possibly put a physics "wall" on both sides of the player throughout the entire map with just enough room for the player to move between it?
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