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Everything posted by Rick
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It does? And this is the normal LoadScene() that comes with LE? That would mean it's async and I didn't think it was.
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Once Scene.Load() comes back isn't the scene then finished being loaded?
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It should be about even with .NET and I know .NET can handle running games at an acceptable speed.
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1. You are insane. I think the Linux community flock to good software once they find it. They aren't here (for the most part) because they know LE doesn't support it, but once word gets out they will all come running. Once they do, the other issue is will they want to pay for it, since a good portion of Linux software is free I don't think they would all jump at the idea of spending $250+.
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I don't, but I remember someone coming to the forums and being kind of pissed it didn't have a Java binding. Like you said it would help you learn it.
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Sorry, I didn't mean to come across as aggressive. I was just trying to get an accurate understanding of why this is special in the LE C# implementation. Thanks for the explanation.
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After a little googling I was able to come up with the following that seems to gives the same behavior. More operator overloading can be done in the properties class to handle other operations if needed. template<class _Prop_t, class _ObjClass_t> class Property { // typedef the callback methods typedef _Prop_t (_ObjClass_t::* _pmGet_t)() const; typedef void (_ObjClass_t::* _pmSet_t)(_Prop_t); _ObjClass_t& m_objInstance; _pmGet_t m_pmGet; _pmSet_t m_pmSet; public: Property(_ObjClass_t& objInstance, _pmGet_t pmGet, _pmSet_t pmSet) : m_objInstance(objInstance), m_pmGet(pmGet), m_pmSet(pmSet) {} operator _Prop_t() { return (m_objInstance.*m_pmGet)(); } void operator =(_Prop_t value) { (m_objInstance.*m_pmSet)(value); } _Prop_t operator +=(_Prop_t value) { (m_objInstance.*m_pmSet)((m_objInstance.*m_pmGet)() + value); return (m_objInstance.*m_pmGet)(); } }; class Sample { private: int m_length; public: int GetLength( ) const { return m_length ; } void SetLength (int nInputData ) { // do whatever you want here if ( nInputData < 0 ) m_length = 0 ; else m_length = nInputData ; } Property<int, Sample> Length; Sample() : m_length(0), Length(*this, &Sample::GetLength, &Sample::SetLength) {} }; int main(int argc, char* argv[]) { Sample obj; obj.Length = 100; int a = obj.Length; obj.Length += 50; a = obj.Length; return 0; }
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Can you elaborate on what dynamic, per-component get/set accessors is? I'm hard pressed to think C++ can't do this in one form or another. The line that was posted can be done in C++, so I'm interested in this dynamic, per-compoennt get/set accessors. I do understand that if reflection is used C++ has issues with (but can still use libraries to set reflection up), but I can't see why reflection would be used in the given example, so I'm not following what you mean.
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I'm confused. Are you saying you can't do "cube.Position.X += sphere.Rotation.Y;" in another language?
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Given that statement, why do you use LE then? You should be using UDK because it meets those criteria you have far better than LE does and most likely ever will. If you have added criteria if having an amazing looking engine with real-time lighting that allows you to program in a variety of languages then I could see why you use LE, but you didn't mention anything like that above.
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I didn't say it was an educated guess, just a guess Does a guess really need to be based on anything? I was just thinking he wouldn't let it get to the thousands since that would just seem to high for the current community and he would lose a good number of the current base. Yet he has to charge more than it currently is ($250), so just doubling that would seem like a decent number. Not saying exactly $500, but around it somewhere. Within $100 or so. Maybe we should start a poll to see what most people think. Could give out a price to the person who is the closest
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If Josh truly gets everything on that list my guess is the engine will cost around $500 if you don't already have it, and if you are an existing customer it'll be a $100 upgrade. Of course that's just a guess
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Any bets on how long this will take? I'm not holding by breath but maybe he'll surprise me.
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In all honesty, for me, the compile time means very little since VS offers a much better IDE than I've seen any other that allows the use of GCC, and that speeds up development.
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A 4GB exe with just code would be an amazing amount of code
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I had to give it another try. I know in the past Josh has said he wanted to do this, so I thought maybe he's forgotten about it. I just hope it doesn't have to wait until 3.0.
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Thought I'd give this one another go. Can we get a way to specify a Lua method as a collision callback for bodies we create from Lua? This can lead to a huge amount of gameplay and truly benefit people here. Just look at all the new people asking how LE works and will it work for them. A decent number are asking about Lua. They expect triggers to be available. It's a very basic gameplay element. Distance & a number of different model shapes just doesn't cut it in my, and a few others, views. This can't be that hard to implement.
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Yeah, pretty much everything you just posted and probably more. Like you said this is a major flaw. It's just another not finished thing. I would have had all those Thingoids out a long time ago if we had this which could have lead to a ton of gameplay videos instead of just a bunch of pretty screenshots. It makes me sick to even think about the possibilities that are missed because of this one flaw. Maybe we should really push this subject again? It can't be all that bad to get this implemented inside the editor/engine. You basically just store off a string (Lua function name) with an entity, and when the collision happens on that entity see if it has a Lua function string name and if so call it, passing the parameters. The potential that this can have is huge!
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It's so frustrating. With such a simple thing so much could be accomplished. So many things rely on volume triggers in games. Distance triggers have some flaws and static triggers are just hacky. Lua functions from the editor are currently being called, so it shouldn't be a big deal to get this working. Just store off a Lua function name with an entity and when that entity gets a collision call the Lua function name passing in the information.
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1. You can't really work in the editor at the same time, but basically you write Lua code for models. That's one way to approach it. When I was doing it I approached it slightly different, and if you do a search for "Thingoids" on the forums (when you get access after you buy LE) you can see how I was doing things. As a Lua programmer I created functionality Lua objects that a level designer could just plug in. For example I created a Lua object script that handled 3rd person functionality. All Lua files need to be attached to models, but I attached these functionality Lua scripts to just nothing models (models that aren't shown in game). Each model can have links to other models, so I used that as a way to link my functionality Lua scripts to actual in game models. For example in my 3rd person camera functionality script, the first link for that will be the character model. When the game starts, that 3rd person functionality script will give 3rd person camera controls on that first link. I then made a character control script that allowed you to configure the movement keys and when it was linked to will be what's moved. This is just one way to handle things. You can also just have your main Lua script do everything. 2. You are correct. In your shortcut you pass your main lua script as an argument to engine.exe and when the user dbl clicks your shortcut it'll start running your main lua script.
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1. You can just use the editor and lua. 2. There already is an exe that takes a main lua file. So you can create a shortcut where you call this main exe passing in the main lua file to start the game. 3. Yes there is a main lua file that starts everything. Even in the editor. This main lua file is configurable so you can point it to any lua file.
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Person 1: "I'm going to punch you in the face" Person 2: "Why would you do that? That's pretty stupid." Person 1: "Stop being so negative." It looks like a BMax clone to me as far as syntax so if you can learn or already know BMax it looks like you'd pick it up pretty fast.
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Do you generate header files with the code conversion or just put everything inside a source file for classes and such? I'm not able to run this currently so just curious.