
Vulcan
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Everything posted by Vulcan
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During the summer I got more and more entangled game entity classes in my game project, and I really wish I had read this before I started on my journey. I recently stumbled on this article talking about why OOP is not really good for (larger) games to manage game entities, and that introduced me to a better approach. I have yet to test this out in Leadwerks as I am trying to learn more about this before taking a major overhaul. Anyway I hope this could help other people here that might struggle with this. Link to article: http://www.gamedev.net/page/resources/_/technical/game-programming/understanding-component-entity-systems-r3013
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Wow! Linda Fyen certainly got talent. Would this be classified as AAA? Would this be able to run at 100+ FPS on a decent gpu?
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Hi! I am currently trying to make a laser beam in C++ but so far without success. Sure I could use a 2D-line but that I think is not the best way to do so. Could this made with shaders and if so how?
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Did I ever thought a good quality character would cost $1500+, obvious my price estimation was to naive. I presume it is an AAA character with all animation needed for a typical game. Some AAA characters could make a cool tech demo for Leadwerks, I thinking a mini game made with C++ to really show off the potential that Leadwerks engine has (just an idea). This could serve as a template for C++. Yes while I agree it may not be wise for AAA.
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Some observations I have seen when other people play on their computer is that righties use WASD and lefties use arrows, so therefor one should implement both as standard for a game. Lefties often have the mouse on the left. Also noted that people that are using inverted mouse envision that the characters head (camera) has a stick w/handle back on the head and the mouse is like a hand on that stick (sorry not good at explaining this). And that people using non-inverted mouse are envisioning that the head is on a pole-stick and that the mouse is like the eye of that character. Again this illustrates why options and more options are good
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ohh I see, I really should have paid more attention to the title
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If you got a GUI class then you could use an enum class inside your class. Use it like this: MyClass::MyEnum::GREEN. If you want to use it as an ordinary enum you could use C-style casting to int. class MyClass { public: MyClass(); virtual ~MyClass(); enum class MyEnum { NONE = 0, RED, GREEN, BLUE }; }
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Here's a suggestion, why not pick the top 3-5 and have them send an image sample and then have a community poll who get to make those models. At least it would be cool to see those samples. Anyway can't wait for the next workshop
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Yeah it must be the unwrap thing. Well I'll try to find a blender tutorial on youtube. Thanks.
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I used the Blender Exporter and exported a simple box with wood texture but in Leadwerks Editor it is without texture. This what I made in Blender: And after exporting it to Leadwerks: I can't figure out what I did wrong with this. How do I get the texture to show up?
- 3 replies
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- Blender exporter
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This might: float tRoty; // Calculate angle from point A towards point B Vec3 tv = secondEntity.GetPosition - entity->GetPosition(); tRoty = Math::ATan2(tv.x, tv.z);
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Try using Math:Atan2, if I remember correctly you get the angle between them.
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I am currently on a low-end wifi network somewhere and I wish that after restarting LE to download those workshop items that there could have been some indication of the download progress. A simple 0% to 100% text on the splash screen would be enough. I am looking at it and wonder if I should abort the download or not. Three minutes later it is complete! Yay!
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Yes that would be great. How should one implement GameScripts like "if player has red-skeleton-key and BigBoss is defeated --> open up a new path for next level". Something like that perhaps.
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I am currently struggling with setting up a good (C++) GameObject structure so that it is fast and scalable. What I so far have is a GameObject that handles the game object, controller input, basic AI and animation but it is messy. All I have found so far are: Class Hooks How to Structure a Game Object-Oriented Game Design Looking through them I found out that I need to handle collision detection inside the game object (1.link) instead of a for(...) in game loop. And that I probably should use a static Enemy::UpdateEach() (2/3. link) instead of for(...) in game loop. I am not sure if this better in terms of performance but it is a new technique I haven't thought of. If someone could make a tutorial on this subject that would be nice.
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Why not use a Synology box with SVN or Git app that comes with it? (Any kind of version control would work) Or just zip the project onto a large USB stick. I us both methods and it works great. Granted it does require manual work (often less than 1 min).
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Sounds like it could be a bug in Pivot class. Pivots are inherited from Entity class I believe, do you get same result with 500 entities instead of 500 pivots? EDIT: fixed spelling
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Try adding box->Release(); after box->SetPosition(Vec3(i, 0, i));
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Minor change: model->SetRotation(0.0f, entity->GetRotation().y + 180.0f, 0.0f);
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Thank you! This solved my jitter problem. I did remove the parenting and changed my code to this if anyone are interested. entity->SetInput(angle, move); model->SetPosition(entity->GetPosition()); if (b > 0.01f || b < -0.01f) model->SetRotation(entity->GetRotation()); It might not be perfect but this seems to work.
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After some testing with UpdatePhysicsHook I still get this Z-rotating jittering when using SetInput(). I really don't know why but I am starting to wonder if it could be that it is only the model that are jittering but not the entity? Or should I just abandon the idea of using SetInput() ? Registering the hook: entity->AddHook(Entity::UpdatePhysicsHook, (void*)UpdatePhysicsHook); Updating physics: entity->SetInput(entity->GetRotation().y + 10.0f*window->KeyDown(Key::D1), 10.0f*window->KeyDown(Key::D2));
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I think may be shaders might be something to consider. I have seen a lot of fancy things like wrapping, morphing like fluid and cool camera lens effects etc. But then again I am no expert on this subject.
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Are you trying to move the terrain? A terrain of 1024x1024 makes about 1 M vertices, that would really slow it down. If I am reading this correctly (I may be horrible wrong here).
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Why do you want have the entity follow the camera and not vice versa? But to answer you question about SetPosition(), I would say from my own experience that is not expensive to use. Heck I use it several places in my project. How many SetPosition() are we talking about each game loop?