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reepblue

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Everything posted by reepblue

  1. View this video Description The camera will now automatically point towards the direction of the launch with wall Cyclones.
  2. I recall looking into this a while back. A makefile is more of a script file and you can execute other bash commands before the g++ call. Every cpp file thrown at the compiler gets outputted as a .o file. Then you collect all the .o files and build them into the executable. There is most likely a bash command to help determine what .cpp files are new/changed and only rebuild the needed .o files. I haven't done this, and using a makefile generator just makes it all confusing. But I hope this was a bit insightful. If nobody else has better solutions, I can ask around.
  3. Gonna be real. Once Ultra Engine/App Kit goes Linux, I'll probably be using Linux as my main OS. I already converted my software suite to Free/Open Source Software. I also perfer Mint these days as the cinnamon desktop is very close to Modern Windows and doesn't force everything to download as snap.
  4. The Game Launcher is outdated and was made before you could easily get anything on Steam for $100.
  5. There isn't a default way of doing this. You'll need to use the SetKeyValue functions for the camera entity and then do a for loop to find and store the camera into a global variable on the lua side. This is why I mostly do everything in C++.
  6. Also, Windows 7 is no longer an officially supported operating system. I understand why you're holding on to it, expect more new software chose not to support it going forward.
  7. Regarding UAK, multiplatform support. This will make the engine porting easier down the road.
  8. Congrats. I'll be sure to leave a review when I am able to.
  9. Not gonna lie, this should be included in the stock SDK or the market place. Somebody is going to be looking for this 6 months from now.
  10. Glad you figured this out, it's really cool. I'm most likely going to modify this for my cleansers.
  11. Ok, great. This is what I wanted to have to be sure about.
  12. I'm taking the the Games section will be apart of the marketplace then.
  13. I wonder if I can reformat the code to make this work for Linux. I know some System76 laptops support switchable graphics. Not sure if it is a problem with the drivers on that platform.
  14. I never had success with social media. I always saw it as evil, and here we are. I had a Twitter but stopped using it in early 2018. Fantastic. I think that's great being Leadwerks/Ultra users are always willing to check other's projects out and support them. Maybe you can get @Ghost's Concealment on there as the first paid Game. I may consider releasing my project on this store first rather than itch.io. BTW, I couldn't find an easy way to get to the game's section from the menu.
  15. I'm interested in seeing how I can improve my cyclone placement code and I was wondering if there was a way to obtain the Tangent and Bi-Normal of a surface from a world pick raytrace. The surface class only has the normal vector and the only thing I see regarding this is the vertex class which can be obtained by the surfaces vector array. This is right now a curiosity than a must have. My placement code works 90% of the time, but I was sharing ideas how this can be improved in a discord channel and this came up.
  16. When is the public release date so we can party?
  17. It doesn't compile. I think you still need msvc installed. Visual Studio is my go to for C++ but if/when this and the new engine go multiplatform, VS code should be supported. Also nice video Josh, I enjoy watching them. ?
  18. All dlls are loaded at start up but I don't think OpenGL is initialized until the context is created. You sadly need a context class to create a world class with Leadwerks. If you have the C++ dlc, you can look into calculating physics with the newton api directly. Not a network guy or a physics guy but that's what I got.
  19. I believe it's the second argument in Map::Load() which you set to false. This just prevents the Start function from auto calling if an entity has a script attached to it. If there is no script attached to the entity, there's no script to execute. You need atleast the Error.lua script and the GUI scripts for the app to function. As for your game, just don't attach scripts to entities.
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