-
Posts
7,936 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Downloads
Everything posted by Rick
-
Well that solves that lol [edit] Is that documented?
-
That's a good question. I normally just make prefabs and load the prefabs then.
-
Ah so your dll name was lua5.1.dll vs LE's lua51.dll. I see. I was wondering how you had both in there. This raises the question that I guess I never noticed. If you link in a lib file does the dll it use need to be the same name as the lib? I assume that's how your DLL knows to use what lua DLL. Your lua lib file you used was lua5.1.lib as well? So even if people don't have LE C++ they should be able to get those lua binaries and use those but might need to make sure the lib file they use has the same name as the LE lua dll (lua51.dll).
-
@Olby how did you link your DLL to a different lua dll?
-
Create an empty DLL project. If you have the C++ version of LE you can use it's lua .lib and header files that are in the steam install dir for LE but it's not required if you can make the .lib yourself from the Lua source (which anyone can or the C++ LE owners can just give the lua .lib and header files to anyone since they aren't LE specific in any way). Either way add the lua lib and header files to your project. Make your C++ code that exposes lua functionality like I did in the link below. Place the DLL in the base directory as the exe (you can give this DLL to any other Leadwerks user as well, even Lua only users), call package.loadlib() from Lua and you now have the DLL's functionality from within Lua. http://www.leadwerks.com/werkspace/topic/11875-more-precise-timer/page__st__20#entry87654 I get that, but Josh doesn't need to provide this. Lua itself has this functionality built in.
-
You can create your own C++ DLL's that expose functionality to Lua already. You load them in via Lua. He doesn't need to. There is already a Lua version of RakNet out there that you can load into Lua or C++. The short answer is link to the Lua lib and bring in Lua headers that exist in your Leadwerks Steam installation folder into a C++ DLL project (for windows). Then expose whatever functionality you want. I had a post around here that did just that. Can't find it at the moment but all of this is very doable already via Lua or C++ library that you give to people.
-
Yeah that is nice. Otherwise you'll have to do what I have to do which is do a collision check and check the state of the door (is in process of closing) and if so push the controllers backward with a force.
-
I assume your walls don't have joints on them but your doors do? The joints create a means for the physics of the controller to push open the door. Personally I wouldn't use physics on doors. I would just rotate them via code when they need to be opened or closed.
-
That seems like it might be a pain to work out. You could have any number of doors or windows in a interior. You'd almost have to label each one (key) then do an ForEachEntityInAABBDo to see which ones are around you and which are visible. This is interesting. Can you think of how you would identify such things as interior vs exterior such that the shader would know what to render where?
-
What I've done before is put a script on the door and when the monster collides with it I stop it's navigation. You can do all sorts of things by knowing when anything collides with a door.
-
@shadmar, but if looking outside you'd still need to show the rain out there. Is that possible to simulate that depth in a shader? To show the rain outside while you are inside? Seems like it would be pretty tricky to do that.
-
My thought above wasn't really in the editor but would be a script you put in your scene that on startup would create these emitters, but yes editor plugins would be nice.
-
That assumes the shelter doesn't have an interior. If it does have an interior there will be a navmesh inside so this wouldn't work. The most user friendly way is particles with physics. Other engines have this and there are tricks I'm sure that are done to make it not take that much processing power to do so, but I believe this requires Josh to setup as part of the engine. A library could possibly be made that runs on startup of the game and does some analysis on your level and creates all these particle emitters with a given area and duration to make it so buildings will have emitters over it where particles only last to the top of the building. It won't be perfect though with slopped roofs and such, but it could be all automatic.
-
raycasts have a cost as well though. A brute force way might be able to define a few areas in your map and each area makes the particle live a certain duration. So the areas over nothing the duration will last until it hits the ground and the areas over shelter will only last until the top of the shelter. It's sort of a pain to set this up but it's an easy but tedious manual way.
-
@Ma does this stop raining inside? The biggest issue with particles, that don't have physics, as rain is having it not clip inside buildings. The test being standing inside a a buildings doorway and looking outside and seeing rain outside but having none inside. That's usually been the challenge with LE and rain in the past.
-
Is your purpose here now to just give jabs at Leadwerks? We get it, you're unhappy with Leadwerks. A lot of people aren't. Move on already.
-
I don't believe those are csg objects. I think those are actual models. Go into Models/Characters and you'll see a hitbox.mdl.
-
No mass, no script = not an entity.
-
What happens if you just load the models not the prefabs? Just trying to see if it's the prefab causing issue or the script. Just play around with different combinations of things.
-
You can also expose stuff via a DLL if you don't want to do it from your game's exe directly. http://www.leadwerks.com/werkspace/topic/11875-more-precise-timer/page__st__20#entry87654 This would make it a little more modular and easier to distribute to others if that's something you are interested in doing.
-
While a list of classes and functions is good for the experienced person who is just looking to remember the function name or param list it does nothing for a new person about showing how to combine them to make some functionality for their game. That's what they care about. How do I make a HUD? How do I make an inventory? How do I make my AI do x? These are the questions that can't be answered with that kind of documentation for a person who may be new to game dev in general.
-
I cannot help you as I am working with another person on a project. My advice is to make a detailed design doc of your game. This would take at least a month or so to really get all the stuff down on paper. Do some quick and bad drawings (or reference images online) to give people some ideas about the game. Basically, you have to make a large effort as a game designer to try and get people who are interested in your design. Right now you have no design so chances are nobody who has the skills and experience you need is going to be interested. Show a design.
- 13 replies
-
- 2
-
- Game engine
- programmers
-
(and 5 more)
Tagged with:
-
I don't want to not respond because you may go away thinking the community is bad or dead, which isn't the case. However, a post like this, 99.99% of the time, will not lead to anything. You don't seem to bring much to the project and you don't give much detail at all about the game. In the list of needs you have "etc", which is never a good thing. While you are polite in your request, as am I trying to be in my response, this just isn't how you go about starting a successful project. If you can't code, make art, do sounds, or make maps then that leaves game designer. However, you are going to have to really blow people away with a very detailed design document of a kick *** game. You are going to have to show your leadership and project management skills. You have to show something. I'm not trying to be mean, I'm trying to offer advice.
- 13 replies
-
- 6
-
- Game engine
- programmers
-
(and 5 more)
Tagged with:
-
You have the steam version of LE right? I'm surprised steam installed it right of C drive. Something isn't right with that. What is different about your setup?
-
Right click on Leadwerks Game Engine in steam and click properties. Then go to Local Files tab and click Browse Local Files button. This will bring you to the LE steam files. This is the locations I'm talking about with the Library and Include paths.