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Marleys Ghost

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Everything posted by Marleys Ghost

  1. could be helpful: http://graphicssoft.about.com/cs/faq/a/softwarescams.htm has a good list of what to look for though some are just common sense.
  2. I doubt it very much ... use the litmus test .. read the "about us" page .. if its trying to give the impression it is a US business but the English is awful .. its probably very dodgy lol
  3. Would increasing the camera near range help at all?
  4. Create a folder called X in the models folder and put your .x files in it. Then use the object catagory on the right hand side (where you set primitives ect. and entities)
  5. No problems diedir hope something is of help to you.
  6. Looks like its all starting to come together Aggror
  7. Have a look through these two threads: http://leadwerks.com/werkspace/index.php?/topic/881-vehicle-monstertruck-lua-tireorder/page__view__findpost__p__7793 http://leadwerks.com/werkspace/index.php?/topic/1020-vehicle-implementation/page__view__findpost__p__9259
  8. Looks good so far Wh1sper .. will there be a video showing it in action?
  9. Cool, will have a listen to that in a while.
  10. I use Hide and Show when casting from NPC's I have not noticed any flickering. As you can see in the two videos Here.
  11. Are you creating a C++ VS2008 Windows or C++ VS2008 Console project with the wizard ? and no I dont have a billion things to do, only two at the moment, 1. finish this beer 2. Start another one
  12. The LE Wizards much easier. but have you copied over the DLL's, shader.pak and scripts directory to your app dir. ?
  13. Compiles ok for me. Using the deserthighway.sbx How have you set the project up?
  14. @ Pixel : Thanks, yes I am a fan of K.I.S.S. but only because I can't do the complex stuff but you are right sometimes in certain situations a simple solution can work. This will, I think work for the small project I have in mind and was initially coded for, but would be probably unsuitable anywhere else I feel. Hence it would be nice to get something like Recast/Detour integrated into LE and the editor.
  15. Not shocked at all Chris Yes it certainly would be a really big head start, a good selling point to for the engine. Whilst I do enjoy the great "still life" being generated, gameplay mechanics need a boost too, especially in the AI dept. Even as a "plugin" thats chargable. Torque do a Universal AI plugin for ~$40 its not "Fantastically Awesome" but something like recast/detour integrated into LE would go a long way to being the foundation for great AI in LE, and get some of these great scenes and wonderful characters being created by the community moving. I'd love to help but you have already read my programming resume lol
  16. Currently I am blitzmax exclusively but I like to keep playing with C++
  17. @Franck : Thanks .. yes Recast integration would be good @Kevin : The "spider" was made by ‘Psionic’
  18. Hi Chris, sure I'll give it a shot, basically each NPC is autonomous to the extent of simple collision avoidance a raycast left-forward and right-forward takes care of that. But then the NPC's would just scurry off into the "sunset" eventually. So a third raycast is made for distance to player to act as an anchor, if the NPC is too far away from the player then a course correction back in the general direction of the player is made. There is also a LOS made, if true then that's the heading the NPC will take. It took a lot of tweaking value wise, but turned out better than I thought. Still a WIP but one of the main objectives was to keep the code to a bare min.
  19. I started out yesterday morning looking to improve my understanding of types and methods in Blitzmax, and figure out how to use object-oriented programming (OOP) with it. I have only been programming in Blitzmax since the beginning of December last year, and only programming with C++ since the middle of October last year and The Leadwerks Engine since the beginning of October last year. So I am still on a very high learning curve in this regard. As usual, for me, I started out on one thing and ended up on another. I found a link on the old forum for a small tutorial on Object-Oriented Programming in BlitzMax By John Judnich. But by the time I had got to page 6 of 21, I was already off on a tangent and found myself working on a simple NPC type containing a creation method and simple seek behaviour method, after all I was now an expert after only 6 pages lol. I had already been "playing" around with some simple AI which showed vague promise, for an Idea for a small project. An hour and a few more "tangents" later I had managed to restructure the basic code for NPC creation and basic seek behaviour into an NPC Type using methods. This now allowed the easy creation of an NPC, in this case a rather nifty bug, created by ‘Psionic’, with its walking animation handled by its Lua script on load. The test scenes buildings are by GIMPY73 and the Freebeast model is by ‘Psionic’. Updated: Test of Basic NPC creation : Seek : Pursue : Attack Behaviour using OOP in Blitzmax running the Leadwerks Engine. Extra flags added for behaviour to the NPC Type with extra methods to communicate with the NPC model's Lua scripts for animation control. Although I did manage to hardcode a typo in the "Pursuit" flag. Of course this basic AI is nothing like the calibre of AI work being done by Chris Paulson or Pixel Perfect, but I had to start somewhere and this seemed the best place, so far I am pleased with my meagre results. I recall Josh showing interest in integrating Recast into the editor, this would truly be a useful addition. Leadwerks could really use an integrated AI starting point. Thats not a complaint just an observation. Recast integrated into the engine and editor could be that starting point.
  20. Not sure its a Lua/ini issue as the OP is a SDK 2.0 Owner
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