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Rick

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Everything posted by Rick

  1. The problem isn't lack of creativity. It's the fact that creating games is big business now and big business needs to manage risks. Making games that they know will sell is how they manage risk. You can't really blame them for that. If you were head of a AAA game company would you take a risk and make something totally different and risk having to let people go if it doesn't sell well? That's what happens if you spend millions making a game and it flops. People get let go. It's generally up to the indie devs to explore new gameplay and the big boys will copy it.
  2. How about a txt? Everything can read a text file.
  3. Rick

    More thingoids!

    If we could get the collisions to be triggered we can make a thingoid that has a body in it and we allow resizing via properties where we just destroy and recreate the body to handle that. We just need a way to be able for bodies create in Lua to trigger a collision event.
  4. Rick

    More thingoids!

    Still one of the biggest things I think that is needed is the ability for bodies made via Lua to be able to handle collisions. I use triggers all over the place in Unity. It's so very helpful and would be a very useful addition to LE's Lua implementation.
  5. Rick

    More thingoids!

    When Unix started means very little. The advancement of Unix based systems in the household has limped forward at best. There is 0 reason to believe that if MS didn't exist it would have been any different. MS put a PC into the majority of developed countries homes. This provides business opportunity which creates companies, which creates competition, which advances computers faster and makes them better. Unix was/is just happy being behind the scenes. That advances things very slowly and honestly creates less opportunity for people. So you are anti-opportunity?
  6. Rick

    More thingoids!

    Good thing we are humans and can differentiate between picking a programming language and running a country. I use .NET at work. I use C++ when I use Leadwerks, and I use Unity's Javascript when working with Unity. These are all very similar and very useful language skills to have for making games and for the world of programming at businesses. You should be thanking MS. Without MS and Windows computers would be years behind what they are today. Putting Windows into the home of people is what spawned a billion dollar industry of hardware and software. It skyrocketed the development of both which made a lot of competition which in turn made things better for everyone. Imagine if MS didn't exist and Apple took over. What a horrible computing world that would be. I guess all our necks would be warmer though. If it was left to Linux personal computing would be decades behind.
  7. Rick

    More thingoids!

    Can you be more specific? [edited]The investors gave 5.5 million dollars because they believe Unity can return more money to them. That's called an investment. They didn't just give 5.5 million to Unity to be nice or to "save" it. Investors don't just hand that kind of money over unless they have a strong believe in the product. Leadwerks would be so lucky to get that kind of investment. Don't act like that's a bad thing. I'm sure Josh would love to get that kind of cash for Leadwerks. As for language, I would prefer C++, but I don't mind any engine that uses an existing language. It's when an engine makes up it's own languages completely that I agree with you.
  8. Rick

    More thingoids!

    I don't wish to turn this into an engine war thread. So I'll just let you be right
  9. Rick

    More thingoids!

    I tried to push LE but the multiple platforms of Unity was just to hard to fight against those guys. One of the biggest things I enjoy about Unity is that I can drop many different model formats into a project and it just takes it in. Same for textures. It's a pleasure to not have to convert all these assets.
  10. Rick

    More thingoids!

    Lumooja, you are so silly.
  11. Rick

    More thingoids!

    I teamed up with a few local indie people to make a game and they picked Unity for it, so I've spent most of my time on that project for now.
  12. The problem is the average PC user doesn't care much about about PC games. The average PC users play their games on handhelds and consoles.
  13. Interesting. Either way I don't think paging multiple terrains should really be part of the engine directly. I think the commands could be there, but leave it up to the developer to determine which terrains to have "on" or "off". I've teamed up with a local indie group and working on a project that they picked unity, but with playing around with that it looks like you can piece terrains together in their editor. I haven't messed around enough with it, but it's just like any other object that you can run any commands on like load/unload. I'd leave it up to the developer to determine what's on that terrain and to unload all the other objects as well. Of course I think you would need multithread asset loading then though so there is no noticeable slowdown.
  14. Is that normal or just the way you have it setup now? Just curious as to why it's so much?
  15. That's a really good idea. I didn't even think about using the camera vectors to help know information about the player controls, but it makes sense. I'll play around with that, thanks!
  16. I understand what you would do but I'm asking specifically in the way I phrased it. I don't want to take another approach, I'm more interested in learning with the vector math and was wondering if I could start a dialog with some people who are willing to lend a hand at the given approach I'm taking. That's not really an issue I have. I know how to do that, it's more the vector movement that I'm curious about.
  17. Let's say I want to create a sidescrolling game in 3D. Let's also say I want to not use the character controller object but instead just use the model mesh to move around. I want the character to also be able to move somewhat "up" and "down" (think double dragon). So if I start out on the x axis being forward and backward this moving "up" and "down" would actually be the z axis. I don't want to use MoveEntity() but PositionEntity() for learning some math sake, so I'm trying to use vector math here to figure out how I can handle this. I don't want to hardcode the axis that "forward" means positive X because I'm thinking about having the character be able to rotate and go down other paths which would screw that all up. The camera would rotate with him to always keep the sidescrolling perspective however. So I'm trying to figure out how can I keep things relative? So initially "forward" is down the positive X axis and that would be the D key. So even if I allow a 90 degree rotation at some point the D key would always be "forward", but that might be down the Z axis if I allow rotation. The other thing is that A would rotate the character and could be looked at as "forward" also but it's really "backward" with the model just rotated. My main issue is that the W and S key would originally move in the Z axis, and be a strafing effect. When I'm facing "right" down the positive x W would strafe relative left, but when I'm facing "left" down the X axis at first (but remember this could be the Z axis also if I rotate down another path) W would need to strafe relative right. I guess I don't even know if any of this even makes sense It's kind of confusing in my head. Any help or pointers would be nice. Thanks
  18. It's just newer to LE folks so people have more questions. Plus Josh has it setup a little differently than just a normal Lua script so it is a little different than what people are used to.
  19. Cool. Mind was relative to another entity so I was able to get it working without the addition. This is generally why I just use the "entity" way though. It's easier for me to think in those terms. When messing around with 3D coords and different spaces my mind sort of gets lost.
  20. See to me this was a no brainer. I think it's clear that the Android OS has way more benefits than the iPhone OS. With it being open source and easy to use all the phone vendors are jumping on board. There is no doubt in my mind that it will over take the iPhone. With it being open source and free every Joe Blow in his basement is using it and they'll make it better.
  21. Aggror, you edited what you had. Can you place that back so we can see how the TFormVector works?
  22. Glad to help. This is why I love entity programming so much. The solutions are generally really easy. The only downside is that you end up creating a bunch of "objects", like pivots, and have to manage/free them where if you did it with math you wouldn't need to worry about that, but it's just so much easier to avoid the complicated math.
  23. So as I understand it when you pick up and object in the world, you want that model to be directly in front of the camera and follow the camera around. I think what I would do is first create a permanent pivot with the camera. Init it at the position/rotation of the camera and then use MoveTo(Vec3(0, 0, 2)) (pos or neg I can't remember) to move the pivot "forward" in front of the camera. Then parent this pivot to the camera so when the camera moves this pivot will always move with it and will always be in front of the camera. Then when you pick up an object all you have to do is assign it's position to this pivots global position. Now it'll always be in front of the camera no matter what.
  24. Rick

    error

    It means at the time 'whatever' is being used it isn't defined as anything so lua doesn't know what to do with it. Is it a function, a variable, a table, lua doesn't know because it hasn't been defined yet. Why you are getting this error is something that you'll have to post the code for us to tell.
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