-
Posts
7,936 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Downloads
Everything posted by Rick
-
I think I'm seeing this prefab and GetKeyValue() issue too.
-
What's the alternative? I would say the "logical" or "normal" way a user thinks of volume triggers is via brushes that are invisible. It's far easier than any other option we have. I would say if you don't want us doing this because of performance reasons, that you make a special trigger brush that allows the ease of use as normal brushes (creation, resizing) without the performance hit you are saying they have. Triggers provide gameplay which I know you are big on these days, so having a special trigger brush would help.
-
Yeah, I'm seeing this same issue.
-
I forgot the answer
-
What's the trade off with this system?
-
You should be able to have separate surfaces (each surface has it's own material) with 1 model. I don't know how but I know you can do it.
-
I think one way would be to make the mouth part a separate surface on the model so it can have it's own material assigned to it in LE. Then you can use an atlas shader to change which part of the bigger overall texture to use. Each sub-part of the atlas texture could be a different mouth position as you see fit.
-
PS: how can I use Windows API in general with Lua? You don't. It has to be exposed somehow to Lua. Either you do that manually or see if someone else has already done that in the Lua community (as it's not really LE specific).
-
We have awesomium in our game made with Leadwerks. It works pretty well but direct support to something similar is something I have thought would be great.
-
I think it's supposed to and you may not be using it right. I generally just show/hide because it's easy enough. I'm sure mac could come along and set us straight as he knows all this stuff.
-
I don't think you should rely on attached script call order. When world:Update() is ran all attached scripts get ran as well. Most likely they are ran in the order the entity was created but relying on that isn't ideal. Are you showing after you are done hiding? In your script you should call hide(), raycast, show()
-
I use notepadd++ sometimes. The only thing you'll lose with these 3rd party ones is the debugging/stepping ability. I don't use that often myself but some might.
-
With fog but maybe make it darker since it seems to make it lighter.
- 6 replies
-
- 1
-
- Creepy stuff
- Horror games are cool
-
(and 2 more)
Tagged with:
-
I offer 1 on 1 training over skype if maybe you'd learn better from a person. Send me a PM and we can talk about it if you like. Sometimes it's easier to learn something live from a real person. That's why we have teachers and everything isn't done over the internet
- 14 replies
-
- Leadwerks
- programming
-
(and 1 more)
Tagged with:
-
I teach 1 on 1 lessons of Lua and along the way share my experience in games and how to make them. It's $10/hr so if you are interested send me a PM and we can work out a time.
-
What does that mean? Surrounding from the camera? Would that mean AI not in a range of a camera would walk through trees?
-
What's the downside? There is always a downside to these things it seems. Just curious because everything you say so far is the upside to this but there must be a trade off somewhere as there always seems to be with this stuff.
-
What tools are you using? I find it hard to believe that there are crazy memory issues with just starting up the lua libraries. If this is the case maybe there is something more efficient Josh could be doing with his code. Maybe he just assumed everyone would use Lua and so the code isn't very efficient in doing tasks if lua isn't used. ie. maybe he's calling lua functions to query things even if no scripts are ever attached to entities where it would be better to just have a boolean flag or something (I don't know as we don't have that code). This may be a chance to see if he can make this better.
-
I don't see why it wouldn't be possible. Right now the C++ project uses the Lua Interpreter to load main.lua which kicks off all the lua stuff. You can just gut the C++ code and make your own game loop in C++ and that should completely remove Lua from your project given you don't attach any lua scripts to any entities in the editor. The fact that Lua may get initialized directly in LE shouldn't cause any sort of memory or performance issues if you never use it. Lua itself if not used but included is so small. There used to be a C++ template but I think Josh's mindset was that if you just wanted to use C++ that means you are a competent and experienced programmer and would be able to do the stuff stated above so what's the point of providing a template for such a small % of users.
-
There is no pure lua networking that will work without disable sandbox at this time.
-
Look at that wasted space for a disk drive
-
I am still offering this. I'll send you a PM and we can work out a day/time.
-
I feel like the more dense the better in a way. The more dense a forest the more you can have a shorter drawing distance and not notice the vegetation popping into view. What's the main bottleneck with this stuff? Is it memory, drawing speed, or disk space?
-
I'm not sure if parenting changes this but normally if you have CSG and it doesn't have a mass or a script attached then it's not an entity and you can't access it or change anything about it. So that might explain this. Try putting an empty script on the CSG as a test to see if that helps.