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Rick

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Everything posted by Rick

  1. If I delete a texture it should be gone from the project shouldn't it? I'm confused as to why that wouldn't be the case. Why not just leave the original source alone completely? Is there something I'm missing? Am I able to alter the source file and if it's already imported it'll automatically bring that change into the editor? If so that solves my issues, but I have to imagine at some point if we really want the asset to be deleted we would want to break that link to the source and totally remove the asset and it's files in the editor. Along these lines, I noticed that if I delete a texture/material/asset, there are meta files or something that stay. Then if I re-import the texture (after changing it for example) the filename now has a (1) after it. Every time I make a change to a texture file I have to go into the project directory and delete the extra files that stay to avoid this.
  2. OK, signed up as both iOS and Android developer!
  3. So signing up to be an iOS developer, but noticed they want another $99/yr to be a Mac developer? What is that all about? I assume I can just create Mac programs for free? Is that so they can be on the Mac app store?
  4. I really wish you'd use something like http://www.leadwerks...le/367-c-event/ for this stuff so that we can use class functions for our callbacks. These are just templates so this code should port to any platform. All it's missing is a way to unregister a function. At some point I also had it so you could pass either a normal C function or a class function by overloading Bind() and firing any of both types in Raise(). LE3 is a C++ library now so there is no harm in doing this.
  5. Rick

    Lua profiling

    Profile from my game DrawText() takes up way more than I would have thought. Does anything seem out of the ordinary with this because I'm getting about 20 fps on my PC.
  6. Rick

    Lua profiling

    I attempted to use https://love2d.org/f....php?f=3&t=9387 which looks like it should work for LuaJIT. However it seems like require is returning a boolean value as when I do his example in the post I get an error when I use ProFi:start() and it says "attempt to index global 'ProFi' (a boolean value). Anyone able to get a Lua profiler to work with Leadwerks 3? Why would self.profiler = require("Scripts/ProFi.lua") result in self.profiler being set to true and not the object that ProFi.lua returns? [edit] Nevermind I got it working. Just removed the local part of ProFi table inside the script so it's global.
  7. When I go into the iOS download in my Client Area it still says: Thank you for your order. You will receive an email when your user account has been upgraded. IS there any extra download like the Android has in the Client Area? XCode of anything like how Eclipse is included for Android LE download?
  8. I could have sworn others here have published and ran in iOS devices already. hmmm
  9. Just guess, as I'll find out on Thur when I get my mac, but did you run the game at all first? That probably builds the actual exe, so that when you publish it can be found?
  10. I was thinking the depth would be an issue, but seems you can provide the z value of the screen space param for the depth and it would figure it out. Nice. Thanks.
  11. I don't need this now, but was thinking about it when I was doing my GUI in 3D (textures on planes/boxes always facing the camera). When these need to be centered it works great across multiple resolutions and aspect ratios, but when you need them to be on the edges of the screen, does anyone know of a way to do that? Remember this is in 3D not 2D and wide screens show more of the 3D scene on the edges than non wide screen resolutions.
  12. I think I recall Leadwerks putting Chris on that task.So I would imagine.
  13. @Aggror Like Furblog says, you aren't deferencing the actual type by doing that, but the iterator itself. Once you do that then you have a pointer of the type you actually care about.
  14. If I need to do a bunch of things to the pointer in the loop I'll do: Model* mdl = (*iter); at the top of the loop so I can just work with mdl-> instead of (*iter)-> which is just easier.
  15. I usually do the following with the iter (*iter)->GetPosition(), but not sure if that works with Leadwerks 3. Haven't tried.
  16. That seems to be because of a space in the project name. So don't put spaces in the project name. Problem solved. Yes there are problems and a good number of them can be worked around, and Josh and Chris will be back today/Sunday/Monday to address them. You are free to do what you want obviously, but every engine has it's problems and a new engine will have more problems but Josh does well at fixing those problems imo.
  17. That's the point I'm trying to make. Install it to C:\Leadwerks like it's expecting and be done with it.
  18. Again? What are you talking about? Default install is C:\Leadwerks. You have C:\LE3. That's not the default dir. If you already installed in teh default dir and work out of that dir why does yours say C:\LE3?
  19. I bet it is possible with LE3 even in it's current state. You might just have to think differently and do things differently than the way you are used too.
  20. I already replied to your other post. If you give up because of the install directory, then that's pretty sad.
  21. So install to C:\Leadwerks and be done with your problem. Is the name of the directory really something to worry about from your end? You want C:\LE3 so badly? Does it suck it's hardcoded? Sure. Is it really a valid excuse for giving up? I don't think so.
  22. I publish and build on my android tablet about 10 times a day for testing my game. No problems here.
  23. @YouGroove, that's where it is man. It works and answers your question. The placement of it you can put in suggestions if you don't like it. I personally, like it there, so it's a preference thing.
  24. @Aggror I'm doing 'math.randomseed(os.time())' in my game currently to seed it. I see even Josh is using Lua's math.random() in DA so not sure why he even added this LE command.
  25. Not sure if this is the best way but I would delete the tool group, then export the char model, then undo, delete the char model and export the tool. Then in code you can handle what tool model you want to give them and animate both with the same frame, or just make the tool the child and animate the character and let the parent/child thang happen
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