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Marleys Ghost

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Everything posted by Marleys Ghost

  1. not really looked into it but I think cameraproject takes 2D to 3D.
  2. if you turn the pick off you are no longer getting getting a new position to move the cube to. You could use the pick to maybe select the cube but then use something like CameraProject to create world cordinates from the mouse pointer and move the cube to that position?
  3. Well think about the pick, if its not on the cube then no pick results. This can be seen in this slight alteration to your code: 'Use the Leadwerks Engine module as our base Framework leadwerks.engine 'Create an OpenGL graphics window Graphics 800, 600 'Allows the engine to find files and load files from zip packages RegisterAbstractPath AppDir 'Create a world If Not CreateWorld() RuntimeError "Failed to create world." 'Create a camera cam:TCamera = CreateCamera() CameraClearColor(cam, Vec4(0, 0, 1, 1)) MoveEntity cam, Vec3(0, 20, - 35) 'create a ligt light:TLight = CreateDirectionalLight() RotateEntity(light, Vec3(65, 45, 0)) 'Create a render Buffer buffer:TBuffer = CreateBuffer(800, 600, BUFFER_COLOR | BUFFER_DEPTH | BUFFER_NORMAL) 'create a mesh cube:TMesh = CreateCube() ScaleEntity(cube,Vec3(2,2,2)) ground:TMesh = CreateCube() ScaleEntity(ground,Vec3(40,0.01,40)) PositionEntity(ground,Vec3(0,-2,0)) Local pick:TPick 'create materials selectionmaterial:TMaterial = CreateMaterial() SetMaterialColor(selectionmaterial, Vec4(1, 0, 0, 1)) pointentity cam , cube 'Main loop Global loctite:Int = 1 While Not KeyHit(KEY_ESCAPE) If MouseDown(1) PaintEntity(cube, 0) PaintEntity(ground, 0) pick = CameraPick(cam, Vec3(MouseX(), MouseY(), 1000)) If pick PaintEntity(pick.entity, selectionmaterial) positionentity (pick.entity , vec3(pick.x,0,pick.z)) End If End If 'Update timing, physics, and other miscellaneous updates UpdateWorld 'Draw the world SetBuffer(buffer) RenderWorld 'render lighting SetBuffer(BackBuffer()) RenderLights(buffer) 'Swap the graphics buffers so we can see what we drew Flip Wend
  4. but a single pick will only create one new position to move to and then only if the distance the cursor is moved still keeps the pick on the cube then another click will have to be made surely? The problem seems to be the method for picking and the speed the mouse cursor moves in Gimpys original code.
  5. No just move the mouse really .. really slowly
  6. This maybe of help I'll have a run through your code in a few
  7. @Franck : No not Recast, the bug class is autonomous and contains collision avoidance and a "centre of attention algorithm". @Josh : The bugs a class but the player is still a library of functions that I am still "playing" with. I was going to get on with what I did not do yesterday but I'd like to clean up the bug class and tie it into bug "creation" nodes that I can simple place in the scene via the editor so the positions and number of bugs are read from the .sbx. One problem is instancing, I have to have seperate models and scripts to prevent the "do for one do for all" outcome. @Pixel and Dave : Thanks still very much a WIP but slowly coalescing.
  8. Its all looking great Flexman, really nice work m8, but I wanna see the guns !!!!!! Did I see Ross Kemp in one of those compounds?
  9. I started out this morning looking to update a test scene that I used for some first person tests I did in C++ after only having the engine for a few weeks and coding in C++ for even less time. Well, that was the plan. I managed to redesign the layout using 3DWS, and threw a few Dexsoft crates and Barrels in. The plan was then to work on textures but as usual after about an hour I had set sail on the good ship "unrelated" for a voyage across the bay of tangents. Don't you just hate it when that happens? The scene under modification was for my FPS prototype code in Blitzmax, whilst sorting through my code "archives" I came across my basic code for NPC creation with basic Seek : Pursue : Attack Behaviour (an NPC Type using methods which I wrote about here). Integrating it into my FPS prototype was easy enough and an hour and a few more dozen tweaking "tangents" later I had it all working quite well. The video basically shows 3 "settings" for NPC toughness. Best viewed in HD Player Control was a bit "twitchy" as I have yet to tweak the Xbox 360 gamepad functions for smoother action, also the screen capture lag did not help It all still needs a lot of work but I was happy with the results thus far. I guess tomorrow I will do what I was intending to do today ... or maybe not
  10. ok, am with you now, I guess the liquid lunch was not helping.
  11. well in the editor, a P-light has range 10 default, for distance do you mean view distance? @ Josh: renders only take place when required.
  12. 1 or 15? and the range of the light default was 10 which I set to 5 and tried to space them so they did not overlap.
  13. Not a lot moving, a few security cams, and the camera in FP. some crates and a few barrels, a couple of doors all of which only move when "moved". Not had a chance yet to add more "stuff" but will test later on but switching the P-Lights from Static + Dynamic + Buffered to just Static + Dynamic with a 512 shadow map seems to have worked thus far.
  14. Ok, cancel that, I think I have solved it, the P-Lights where set to Static + Dynamic + Buffered, changing that to just Static + Dynamic for all the lights has thus far cleared that issue up (well I have 11 P-lights now and the problems not arisen thus far lol).
  15. 3000? M'kay .. I have a very basic indoor scene, with 8 P-lights, and using Flip() I get a steady 60 UPS (fluctuates between 59.999xxxx and 60), if I add another single P-light, the UPS drops to between 3-5
  16. Is there a maximum to the number of point lights that can be used in a scene ?
  17. Marleys Ghost

    Lua Debugging

    will you be adding luaJIT to 2.32 ? and if so will it be the current stable version 1.1.6 or the 2.0 beta ?
  18. Marleys Ghost

    Lua Debugging

    beta 5.1.4? I thought LuaJIT was upto, currently, version 2.0 ?
  19. I'd have a look through the tutorial translations foolish was kind enough to up for an example.
  20. "tools for converting models textures" In a folder in the SDK directory ... imaginatively called tools .. "Editor, Access to the forum = support" You got that surely? ... (stop calling me shirley..) "free models, sounds, code from Download section" yeah that was kinda hard to decipher .. but it means free models, sounds, code from the Download section
  21. lol .. erm its more like Motor Sport .. what you mean is you're about to be lapped
  22. UDK uses : UnrealScript Unity uses c#,UnityScript/JavaScript and Boo I think.
  23. http://leadwerks.com/werkspace/index.php?/topic/1727-purchase-engine/page__view__findpost__p__15805 nah ...
  24. "Shadow distance. This controls the exact distance of each stage of the directional light shadow. You can use this to make the shadow extend to cover more of the scene, or you can adjust the distance (and thus the resolution) of each stage. You only have so many pixels per stage, and this setting allows you to adjust their allocation to get the best balance of distance and resolution" http://leadwerks.com/werkspace/index.php?/page/resources?record=16 Page 48
  25. Well "free" will always have conditions, unless of course people like Unity and Epic and Crytek suddenly become registered charities (or soup kitchens ) B) I have both UDK and Unity "Free", for me I really dont see an issue with the UDK licensing given the tools and game mechanics included: http://udk.com/licensing Unity as far as I know, the Free version displays a splash screen (standalone) and a watermark (web). There is also a clause "Companies or incorporated entities that had a turnover in excess of US$100,000 in their last fiscal year must use Unity Pro." If Cryteks intention is to try and infiltrate the demographic currently making up the user base of both Unity (100,000 registered users in its first four months) and Epic's UDK it would need to "sit" itself between the two (licence wise) in my opinion, to have any chance of success, or at the very least match Epic and then try from a toolset/game mechanics angle to do the work. As I have already said, for me a game engine requires game mechanics, good visuals, and tool set, but game mechanics are the important "sway" factor. Especially during development.
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