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Rick

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Everything posted by Rick

  1. You can use C/C++ then, but it's just more involved when compiling for all the platforms you want because of dependencies that have to be used. If you do iOS you need a mac, if you do Android you need to download their stuff and configure it and all that fun stuff. These are most likely the same things Monkey requires however. In theory none of that is required for Lua. You technically wouldn't even need to have a Mac to make an iOS game, but I talked about that one time with Josh and he thinks Apple might not like that Around security: For a multi-player game the client side should be a pretty stupid terminal anyway so there really isn't much harm in having the users see how it's coded. There are games where people have coded their own client side application to communicate with the server in the correct protocol. Most all cheating checks should be done on the server. 3rd party tools like punkbuster could be used to check client side cheats. There really shouldn't be much to hide on the game client side. If people want your art assets they'll get them. If they want to hack your singleplayer game they will (and who cares about that really). If a multi-player game does client side cheat checks then it's doomed to crash and burn eventually. All this client side security stuff around games is just a bunch of meh. Once your game is installed on a client PC people can and often will do whatever they want with it. The client application can't ever be trusted because of this, and if it's not trusted then it can't do much harm.
  2. C/C++ and Lua are both "cross-platformable" languages. They have been around longer and have many many game related libraries written in them. Any other language trying to get into that space is a losing battle at this time. Lua in LE3D will be your easiest way to code. Behind the scenes it's even easier than Monkey since Monkey is doing a translation to the language for the specific platform, where Lua is interpreted on the fly by LE3D on the platform. There is no translation or compiling step that you have to do with Lua. Deployment will also be easier. If your MAIN concern is multiple platforms and speed isn't a huge factor, you might want to use Lua in LE3D. Monkey seems to be focusing more on 2D. Seems you can program 3D via OpenGL, but then you're basically doing the same thing you would be with any other language so no real advantage there.
  3. Rick

    ZombieTime

    The problem with functions like GoToPointUsingSecondBestOption() is that there can be literally hundreds if not thousands of options when pathing to a point. As a human you'd look at very out of the way options as a second path, but pathfinding code would maybe move 1 poly on the grid down from the best path and then go to the point. That would be the second best option as far as A* is concerned. This would not result in splitting up behavior. To get what you want would be more AI code than pathfinding code. If the enemy wants to split up and chase the player, then the AI code would instruct the enemy to go certain points way out of the way but with a certain destination in mind giving the illusion of splitting up. This would be your AI logic telling where the controller needs to go then the pathfinding code would get you there. What would be cool around that is to give an array of points to the MoveTo() that the controllers path from point to point in the array. Other cool stuff would be if we could register callbacks that fire when the controller reaches the move to location(s) so we can easily tell when it's reached it's goal so we can then do something else.
  4. Just to state my opinion, I find it refreshing to hear what Josh (the creator) thinks about other products. I don't always agree with him but we don't all agree on everything and so as long as we're adults about it we can learn a good deal about/from each other. Too many things are to corporate these days. People are afraid to say anything because the fear of losing customers if they offend or slip up. These are the water cooler conversations and I like that Josh includes us in on them. Makes things feel more homely
  5. Rick

    ZombieTime

    Josh you should try alpha funding with LE3D. Collect money now, give us LE3D now, and do many releases until it's ready. People buying in now would sign off on something agreeing that they understand this is an alpha release. That's becoming a pretty popular path and it helps developers get some money while they work on the final product. Maybe even only allow certain people if you want.
  6. I haven't tried this in lua shadmar, but in C++ we can get the world and camera from each framework layer. Also, you should be able to just look at the lua code for the default waterplane to see how he does it.
  7. Did you compile yours in release mode or debug?
  8. Rick

    ZombieTime

    And what's cool is that you could just overload GoToPoint() & Follow() to add some kind of value that defines how extreme this zigzag is!
  9. Rick

    ZombieTime

    Nice to see GoToPoint and Follow methods. When the framerate drops in LE2 moving to a location using the controller, it would often miss the point and end up rubberbanding back and forth, so hoping this doesn't do that. I said it before but I'll say it again, we should see a bunch of tower defense games spring up quickly with this feature alone.
  10. Why is it when you do the credits on the game does it list about 50 people? The list just kept going on and on with people.
  11. This sounds like it's in the building blocks of the engine but it doesn't seem very intuitive. Maybe it's just me, but this seems very odd design from the user perspective.
  12. I'm confused in your example. Once we attached a shape to a model we can delete the shape and the model will still have the physics shape to it? My assumption would be once we delete a shape it's gone for good and the model in your example would no longer have the physics shape.
  13. Could you do a pathfinding of sorts with nodes that have knowledge in them? Weighting certain nodes so the "right" answer is found. Then over time if not used node weights get reduced so it's possible the "wrong" answer is done.
  14. Bummer, I'm taking an extended weekend for the 4th so I won't be able to attend . Can this be recorded somehow, would love to watch it.
  15. Make sure you scene variable is valid. I normally use the abstract system like "LoadScene("abstract::scene1.sbx") and scene 1 can be anywhere in your game dir and it'll find it and load it.
  16. No offense taken as it was just 1 possible way to do it. It's actually the "default" way LE handles it in how the loading of the sandbox works. If you were to use LE's way of doing things you would use Sandbox, load your scene and keep every entity loaded the child of the scene pivot, and then use that pivot to free your scene. However you are correct in that most people won't go that route and will start loading their own stuff which isn't directly related to the sbx file, but it is one way to handle it.
  17. If you want to I think you could make a pivot and make it the parent to all entities you load. Then free the pivot and all other entities will be freed also, I think.
  18. I do in directly yeah. Like you when a scene is loaded TEntity variables are wrapped in my own classes (like your Actor) classes. Then I keep track of all Actors (or whatever else) and free those when a new scene is loaded. When they get freed they free the TEntity variable(s) that belong to the class.
  19. Yeah, blew up for me. I've never used ResetFramework() but seems like it may have a bug to it.
  20. This didn't crash for me. It worked fine when I pressed 0.
  21. I said the magic word, I get a free copy of LE3D like Josh promised...
  22. Rick

    Programming Poll

    He's pushing Lua and C++ more than the others.
  23. I would say you got LE3D running for android but I thought you had that already. My original guess I'm sure was wrong so I removed it The Logcat app looks Apple inspired so was thinking you had an app you wrong for Android with Lua running on an Apple product achieving true cross-platform without having to recompile for the current platform.
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