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Rick

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Everything posted by Rick

  1. lol, yeah I guess that make sense. I keep clicking on it only to see Pancakes last post, and was like wtf Not used to seeing many polls on here I guess
  2. Why does this topic keep showing up like it has new content?
  3. Oh no, don't get me wrong. I just wanted to see a real world example so I could understand it better.
  4. The Leadwerks.dll I'm using is the one from http://code.google.com/p/leadwerks-csharp/downloads/list. I think that's the R5 one. Then the engine.dll I'm using looks also to be the R5 one. So not sure what's up there. Interestingly enough, I can get it working if I comment out the resize line. So since Resize() was getting called first and was bombing I created a boolean and check it in resize and if true run that code for the buffer. I set it to true in the Init() method. This seems to work then. Interesting. Also, it seems one of the "bad" things about using the .NET key events is that it does the whole delay until repeating when holding the key. Gives a very choppy feel. I tried using the following in the Redraw() but KeyDown() never returned true. Is there a way to get a smoother keyboard input for this? if(Leadwerks.Keyboard.KeyDown(Key.Q)) Framework.Layers.Main.Camera.Move(new Vector3(0, 1 * Leadwerks.Core.AppSpeed(), 0)); if(Leadwerks.Keyboard.KeyDown(Key.Y)) Framework.Layers.Main.Camera.Move(new Vector3(0, -1 * Leadwerks.Core.AppSpeed(), 0));
  5. @Davaris, good ideas. One could create effect manager components that manage the creation and deletion.
  6. So getting an error. The first event fired is Resize(). On the one line in there that creates a buffer I get the following error. "A first chance exception of type 'System.AccessViolationException' occured in Leadwerks.dll" Wouldn't Graphics() need to be called before creating buffers?
  7. I'm not sure about LEO. I've never used it. I would still assume the Graphics() call (behind LEO) isn't being called before you are trying to create an LE object or reference some LE resource.
  8. Must make sure that Graphics() is being called before any other LE objects are created. Also, have you stepped through it to see exactly what line it's failing on?
  9. Nice Flexman, those are the things I'm looking for. Thanks for the link too.
  10. So what kind of game behaviors will they be changing then? Could you list a few for me B)
  11. lol very true wh1sp3r. I forgot about that. Well let's say to normal non illegal people those objects have no value.
  12. hmm, those seem to be more input devices and not so much game behaviors.
  13. Just trying to get a feel for some different kind of game behaviors that people can think of. I'll give a small list as an example of the kind of stuff I'm talking about and I'm just curious if people can think of any other. FPS camera controls 3rd person camera controls WASD movement controls Click to move 3D Visual model Animation Shoot Inventory Volume trigger GUIButton GUITextbox I would expect the list to be huge, so just curious if anyone can help add to my list. These would be behaviors that things in games have. Could be specific or generic. Just brainstorming here.
  14. There really is a million different reasons to switch to .NET. Having access to the .NET framework just provides SOOOO much functionality. The down sides would be speed (although probably nothing to major), and cross platform. It can work on Mac and Linux with Mono, but I think most of the portable platforms don't really support it from what I know. Namely iPhone, Andriod.
  15. I haven't played WoW in a while. Will probably reactivate my account with the new exp to check it out, but in the 3 years I've played I did get hacked once. They were able to restore my stuff so it wasn't that major, but at the time when you see your naked character you sort of freak out. The stuff you get in WoW obviously has no real value, but it does represent your time, and when it's all gone it means all that time was gone. Well that's the way it feels. Really all that time was the experience of the game, but people tend to make the virtual gear what it's all about. I was in a raiding guild once with a guy who put it well I think. He said "If I could raid in greens I would". Basically the fun part about raiding is the battle and working with so many other people to accomplish a goal. Defeating the boss with a fun group of people would be all the reward I need.
  16. And I'm actually more for exposing the things we need to build our own editors. I think it would be nice to have different rules available for people to pick which one works best for them, and this would happen if we are allowed to built editors for others (possibly even sell).
  17. ok. I'll try again. The last time I had a black square over the control for some reason. Was just thinking it would be nice if the control was distributed more like a final product.
  18. I think that's because Leadwerks is advertised as an engine and most engines provide a guideline for how things work. Plus you provide an editor. Even that's a guideline for things. Even the classname was a guideline for how things worked. If you are making a library then give us the tools to make our own editors (with the lack of exposing certain things getting LE to draw on a GUI control seems to be a pain) and we'll come up with our own guidelines. If you are writing an engine then defined guidelines are expected. Anything in between and this happens.
  19. Hey NA, did you create your own editor for you game?
  20. Is there any way to just get this control pre-built?
  21. So 3.0 will be in C++ and object oriented, but then you plan on creating a C wrapper to that? Not that it really matters but that's almost backwards form anything I've seen. Normally you see C++ OO wrappers to C code.
  22. Rick

    C# SVN

    Am I missing something with this code on the SVN? When I open the solution in VS 2010 pro things don't all compile. The Forms_Test isn't part of the solution. When I make it part of the solution I have to delete the reference to Leadwerks and re-add the one I have. After doing that I get an error talking about Leadwerks.Control.LETKControl "type or namespace name "Control" does not exist. I have other issues but seems like it would be ideal if one could open up the solution and everything just worked. Maybe I'm doing something wrong here? Any ideas?
  23. Would be interested if anyone knows of a free one.
  24. How are you packing everything into the exe? I would be interesting in doing this as well.
  25. Looking good Davaris. Have you tried to get an real world example working yet? Here is my new main program. This would be the main exe and the entire game would be defined by an xml file and the components that make up the game. This code will be of no concern to the people making games with this. The entire game executable will just be this code. All a user needs to do it pass the xml file that the editor will create to this program and their game will run! Or I hope so anyway public void Run(string[] args) { if (args.Length <= 0) return; plugins = new PluginManager.PluginManager(Path.Combine(Path.GetDirectoryName(Application.ExecutablePath), "Plugins"), "Component"); // this is the 1 master game object. since we have parent/child chains making this the parent of every game object will allow us to // be able to query for any game object or component attached to a game object from any other components if we so choose to. baseObject = new Component.Component(); // this is where we would read in the xml file and loop through all game objects creating them and adding their components based off the xml file XmlDocument doc = new XmlDocument(); doc.Load(args[0]); XmlNodeList gameObjects = doc.GetElementsByTagName("game_object_component"); foreach (XmlNode node in gameObjects) { List<EventInfo> eventInfo = new List<EventInfo>(); XmlElement gameObjectElement = (XmlElement)node; string name = gameObjectElement.Attributes["name"].InnerText; // create the game object component here Component.Component gameObject = new Component.Component(baseObject, name); foreach (XmlNode component in gameObjectElement.GetElementsByTagName("component")) { XmlElement componentElement = (XmlElement)component; string type = componentElement.Attributes["type"].InnerText; // create this component and add it to the game object plugins.CreateComponent(type, gameObject); foreach (XmlNode events in componentElement.GetElementsByTagName("event_link")) { XmlElement eventElement = (XmlElement)events; string eventName = eventElement.Attributes["name"].InnerText; string toComponent = eventElement.Attributes["to_component"].InnerText; string method = eventElement.Attributes["method"].InnerText; // store off this event/method link and add after all components have been added through this game object eventInfo.Add(new EventInfo(type, eventName, toComponent, method)); } } // make the link between events and methods foreach (EventInfo e in eventInfo) { gameObject.Components[e.eventComponent].Events[e.eventName].Add(gameObject.Components[e.toComponent].ExposedMethods[e.toMethod]); } } // this is testing to make events happen baseObject.Components["player"].Components["Component.Health"].Attributes["health"] = 0; // this one call updates every game object because of parent/child of everything. would be in a loop but outside for testing reasons baseObject.OnUpdate(); while (true) { } } Here is an example of an xml file that I pass to this. <game_objects> <game_object_component name="player"> <component type="Component.Respawn"> <!-- this tells us what type to create from the type loaded from the dll's--> <event_link name="OnRespawn" to_component="Component.Health" method="Respawn" /> <!-- can have multiple links to the same events --> </component> <component type="Component.Health"> <event_link name="OnDeath" to_component="Component.Respawn" method="Death" /> </component> </game_object_component> </game_objects> So now onto the editor to help create this xml configuration file! This will be the rough part I think
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