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Rick

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Everything posted by Rick

  1. I agree this would be nice but I'm trying to give you a solution that you can work with now because I'm sure this would probably be 9+ months away if ever as it's a nice to have thing.
  2. You are talking about data driven programming. You can set this up yourself, but it would require a fair amount of setup. Basically you'd want the values that need to be modified to be read from a file. Then while the game is running you'd press a key to reload the values from file. This way you can modify the file while the game is still running.
  3. It's like an old school final fantasy system where when you move the camera is looking at you from a certain point and when you hit a zone the camera will jump to a new spot to look at the character. It gives you control over the angle the camera is looking at the scene/character to be artistic with it.
  4. Rick

    C++ Trigger

    You are prototyping your onCollision inside your App class in the header. Take it out of there because it can't be part of a class.
  5. The doc is wrong when it talks about velocity. Clearly this just gives you the distance between 2 entities. This means there is no global/local space for the GetDistance() function.
  6. You didn't say anything about triggering anything
  7. Rick

    CSG Scale

    The scale for CSG is always 1. It would be nice to see the actual size somewhere.
  8. It's self.world:Clear() instead of Release and then you don't need to create a new world but just reuse the one. By creating a world on top of your existing world before clearing it you are most likely creating a memory leak.
  9. Snake game. Light got all messed up so I'll be moving it to a new project but the code is all there and it just uses CSG.
  10. Where is that script from? I don't have that script in my LE. However, I'm guessing generic is just used for the visual of the player character at design time to give you come reference on where the player is and how big it is.
  11. Note that Move() will kill any physics if you want that or not.
  12. SetInput() has nothing to do with the Navmesh. SetInput() is how you move the character controller on the ground based on your inputs (generally for the player character you use SetInput() and for AI that use the NavMesh you use GoToPoint() or Follow()), however it won't work right for under water situations. That's a very key piece of information that you might want to put in your title because it changes how you have to do things.
  13. What's the number for your gfx card? Like is it Intel HD 4000 or something? I think 4000 is the lowest supported if I remember correctly.
  14. You know what, the C++ default app has a camera so that probably wasn't a good test. let me modify it.
  15. Works fine here. I put it in an empty C++ project. I can fly around and see the box just fine.
  16. No one said friendly usability was easy
  17. You can't. This topic will forever remain here to remind you that you were once a noob in 2 years when you are an expert at LE
  18. Make sure your camera is actually looking at your box. It might just be pointing in a direction where nothing is?
  19. You did all this from code or in the editor? If code then we need to see your code.
  20. Why wouldn't it? Children would need to move with parents and parents would need to move their children with them. Then we can create our own folders with our own structure that we like.
  21. I still think a "Move to root" would be nice. I'm not sure what a left/right button would do in this case. How do you see up/down working in this case also? I normally see those in ordering situations vs a hierarchy situation. To be honest, the scene tree needs an overhaul. It has to be structured so differently to give a nice flow. Maybe allow us to make folders, which are only for the editor and have no game purpose? It just gets so sloppy with big scenes. This nice thing is this is only editor functionality and nothing to do with the game.
  22. You can bet I'll get one in by end of the month!
  23. @Oxford: The indie version is Lua only. The standard version is C++ AND Lua. So the standard on this site is $199. The standard on steam is $199. Indie on steam is $99. Standard DLC for indie is $99. It's all the same price.
  24. This would make scenes so much more amazing for the less artistic people in the crowd
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