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Everything posted by Naughty Alien
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..hey hey..welcome...can you show to us, how does it look like engine initialization, you did ??
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..right now, you cant see C++ as a option because you hitting too many obstacles, while at same time, your apettites are much larger and you want to succeed with something..my advice is, dont get fooled, C++ will take some of your time before you start properly using it. Initially it may look like a waste of time, but once you 'clibm' on to it, you will see whole horizon open in front of you. Having said that, I feel that you trying to learn C++ already merged with LE..thats bad, thats wrong..I highly recommend, unplug LE and learn C++ as a language, its structure and way you do OO..once you master that, you are ready for just about any engine out there, as well as LE..and whole point is...dont give up after first few problems u have had, because it will be many along the way, but with your progress, less and less will be left..simple as it is..
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..usually flickering happening when you have double surfaces, sharing same UV/Vertex space..
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..while it is perfectly possible to mix C++ and LUA, I would recommend to first do necessary steps with C++..reason for that is simple..if at this moment, you have difficulties with C++ itself, chances are that you will have a nightmares with any attempt to combine two, at this moment..so, take your time, go carefully trough all possible examples and try to do first steps with C++ and then systematically expand it..at some point you will be able to do mixing with LUA if it is necessary, but at stage of learning, I highly recommend not to do it..
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if you doubting between C++ and LUA, of course, C++ is way to go, due plain and simple fact that you willhave much more wider horizon in front of yourself, in terms of development posibilities..its also much more time consuming process, as well as harder, so dont get disappointed once you start with it..
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..hey MadJack..all you need to do is to have your glow texture exposed to glow shader. Material file name should be same as name of glow texture, without extension, like My_Glow_Texture.Mat and content of that material file will be: texture0="abstract::My_Glow_Texture.dds" texture2="abstract::My_Glow_Texture.dds" castshadows=1 collisiontype=0 cullface=0 color=0.3,0.3,0.3,1.0 // color of your glow shader="abstract::mesh_diffuse.vert","abstract::mesh_diffuse_glow.frag" shadowshader="Abstract::mesh_shadow.vert","" So if your cube has on its surface texture My_Glow_Texture.dds, it should work by default.
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sure, here it is..keep in mind that planes used for animated texture are 'bent' a bit from side in order to give depth of propeller, but this is nothing but good old animated texture
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..ill do it by just combination between animated blurred propeller in motion texture and actual propeller mesh..at some point where speec increase, slowly fade in plane with animated proppeler spinning texture, what is properly blurred and animated (you can even have effect of propeller spinning slowly back due high speed revving), and hide mesh propeller..and thats easy as it is..no need for separate worlds or anything and results are outstanding..
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..console market doing just fine, and I see nobody from PS3 and Xbox 360 dev cycle worried about mobile games..they are just so different league that its light years away..
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..thing about tagging is not a solution because its not an obligatory, before user do post, therefore it is eventually going to produce mess up of massive proportions because everything will be mixed up with no info about corresponding language people may be interested in to. I agree about what you saying, that its very difficult and rather irritating to answer same question, at various programming forums related to specific language. I believe it was possible to sort that out by General Programming forum, where people can go and ask whatever they want, programming related, without any specific language in mind. I believe also that its much easier for you to watch over things now, but by visiting various programming forums on other places, I think this is not a good way to do things, because such approach doesnt considering customers who in majority, I believe, want to have isolated programming forums, related to specific language, but again, thats just my opinion. It is easier for you, but its rather confusing and messy for consumers, not to mention tutorials section structure, but ok. Just my 2 cents..
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..it should be tutorial section for corresponding languages so people can upload there..considering that thread for simple question 'where to put tutorial', getting very long and complicated in description, pointing out that whole thing is messy...seriously..
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Never store externed C objects in a resizable array
Naughty Alien replied to Josh's topic in Programming
..GC should not have to 'hide' anything of programming errors , if you code on clean and efficient way without trying to do esoteric things, what doesnt make sense for game you programming anyway.. -
..actually, im bored, ill upload small mod for that later today..hihihih EDIT: Here it is...enjoy http://www.leadwerks.com/werkspace/files/file/318-splash-scrzip/
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..if you using Bmax, Ill provide whole example how things works, with easy to use timer lib...
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..arent quads 3D too?? Also, if you have documentary about Jurassic park, take a look how they did splash when T-rex walk over water..its Quad, camera aligned, with proper animated texture..
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..you can use animated texture + decal (or just quad at position of your character foot), and apply refraction on to it and you are set..
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..default Code::Blocks theme, freaking my eyes out, so i manage to find some really eyes pleasing theme, but i have no idea how to merge it in to Code::Blocks as a default theme...any tip ??
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..i certanly would not, and from what I was able to hear from mouth of few investors, non related to me, but to other people in industry, this is a main reason for putting down developer asking for money to develop 'super duper' game for mobile. Tricky is, you invest some money, good money, to make some awesome of awesome games for mobiles, and then you advertise it and advertise it (means money and money goes), and soon as you step outside, you realize that there is tons of clones of your game for cheaper price..in other words, not worth investing at all..
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..okay..if you interested i could share some experience since im near to complete my very own engine (not entirely as i use some parts of Phyre library)..but before any serious attempt, I highly recommend some straight to the point tutorials and provided documentation. So here is extremely helpful informations, with source code and everything you need to get it up and running, and I found it very helpful. http://www.garrywill...erred-rendering Also, here is complete deferred renderer written in C# (XNA) and it can compile on PC and XBOX 360 (tested/builted myself for sake of learning things). Full step by step building, with descriptions, etc etc. I do not have exact link anymore so i have uploaded PDF file for you and i hope it will help. I know it did 'miracles' for me. Its fully functional, and it works , and you will have all understanding over expansion if you need it. You may not be happy with language (C#) or platform (XNA), but you will learn for sure how everything works and how it has to be structured. Enjoy, I know i did . http://www.crocko.co...4E/F17D6d01.pdf
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..what kind of engine is that in terms of rendering design, deferred or forward renderer?
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Blitzmax - Leadwerk apps run reallly slow in debug mode
Naughty Alien replied to Kronos's topic in Programming
..i cant see a problem here..compile it in release mode and you are all set..no? -
..why people thinking that LE2.x is obsolete..
Naughty Alien replied to Naughty Alien's topic in Programming
..from the technical point of view, i agreed, but from game design point of view is wrong, because if your game design is based upon some specific feature, and such feature causing massive obstacle, without ability to do workaround, it near 100% means, game design itself is flawed..this said is considering that your project is a game, as it was not stated clearly.. -
..why people thinking that LE2.x is obsolete..
Naughty Alien replied to Naughty Alien's topic in Programming
..what competitors, and what does it mean exactly 'obsolete' ?? Graphics, speed, etc etc..??? -
..i saw this kind of statement on BB forum so, i thought ill get answer faster here..so, why some folks believe that LE2.x is obsolete and that LE3D , or whatever it is called, will automagically make their games come true ? I do understand that apart from lack of cross platform capability, LE2.x is a real monster, if you use it properly, so, having said that, Im wondering what are facts behind statement such as 'LE 2.x is obsolete' ??
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DX SDK havent been updated for about..year now?? So it seems Microsoft doesnt pay much attention on to it, so I would say, Open GL all the way..