Jump to content

gamedeviancy

Members
  • Posts

    48
  • Joined

  • Last visited

Recent Profile Visitors

5,752 profile views

gamedeviancy's Achievements

Newbie

Newbie (1/14)

17

Reputation

  1. The desktop mode in steam o/s is more suited for maintenance or transferring things to your system, etc. Last time I played around with it, all of the system's audio was dedicated to the steam big picture mode side of things. And the big picture mode was either a separate user or on a separate visual desktop... something like that. I couldn't use teamspeak, as I couldn't access the audio. I don't think audio worked in other applications as well, on the 'desktop' side of that particular o/s - if I can remember correctly. For game development, I'd go with Ubuntu simply because it offers support to its large user base and as a result many development tool authors strive to maintain compatibility with it. For playing games and other usage - maybe some portions of game development - I prefer Arch. It's simpler and faster. Sometimes you have to do a bit more work in setting things up, but I like it. I used Ubuntu for quite a while when I was first introduced to Linux.
  2. Yea I started working on the modeling portion of my project and decided to install Ubuntu alongside my native linux O/S to check if the editor ran any better. The model editor was completely broken on my native O/S. Having the issues described in this thread on Ubuntu.
  3. Well... until next year when they start the ball rolling with the open source drivers for the 300 series/ R9 285. I want a new card now but I'm holding off for the open source drivers before i make a purchase
  4. I cannot for the life of me figure out why I can't draw this silly image to the screen. Checked the path to the texture file, it was generated from LE from a PNG fine.... #include "App.h" using namespace Leadwerks; App::App() : window(NULL), context(NULL), world(NULL), camera(NULL) {} App::~App() { delete world; delete window; } bool freelookmode=true; Texture* sidebar = NULL; bool App::Start() { //Initialize Steamworks (optional) /*if (!Steamworks::Initialize()) { System::Print("Error: Failed to initialize Steam."); return false; }*/ //Create a window window = Leadwerks::Window::Create("StrategyGame", 0, 0, 1920, 1080, Leadwerks::Window::FullScreen); //Create a context context = Context::Create(window); //Create a world world = World::Create(); //Create a camera camera = Camera::Create(); camera->Move(0,50,0); camera->SetRotation(75,0,0); std::string mapname = System::GetProperty("map","Maps/start.map"); Map::Load(mapname); //Load UI sidebar = Texture::Load("Materials/Shadowless/menubar2.tex"); //Move the mouse to the center of the screen window->SetMousePosition(context->GetWidth()/2,context->GetHeight()/2); return true; } bool App::Loop() { //Close the window to end the program if (window->Closed()) return false; //Press escape to end freelook mode if (window->KeyHit(Key::Escape)) { if (!freelookmode) return false; freelookmode=false; window->ShowMouse(); } if (freelookmode) { //Keyboard movement float strafe = (window->KeyDown(Key:) - window->KeyDown(Key::A))*Leadwerks::Time::GetSpeed() * 0.5; float move = (window->KeyDown(Key::W) - window->KeyDown(Key::S))*Leadwerks::Time::GetSpeed() * 0.5; float rotate = (window->KeyDown(Key::Q) - window->KeyDown(Key::E))*Leadwerks::Time::GetSpeed() * 0.5; camera->Translate(strafe,0,move); camera->Turn(0,0,rotate); } // UI context->SetColor(0,0,0); context->Clear(); context->SetColor(1,1,1); context->DrawImage(sidebar,0,0); Leadwerks::Time::Update(); world->Update(); world->Render(); context->Sync(); return true; }
  5. EDIT: Nearly hijacked this tread. Post removed. Sorry.
  6. Blender is open source software. The goal of this is simply to reach more users (free advertising for a free product). If you want to add something to blender, learn how to contribute to the open source world. Don't be a turd by trying to profit off of humanitarian work. EDIT: It doesn't have workshop integration anyways. And neither should it.
  7. Interface looks pretty sweet. But... can we have some sort of indication what platform(s) the developers intend to support for their games?
  8. Have you read Josh' blog? That's usually where the progress updates are posted... http://www.leadwerks.com/werkspace/blog/1-joshs-blog/
  9. If you start with an empty terrain and just use 1 texture, by double clicking on Layer 1 -> Diffuse, it should cover the entire terrain piece.
  10. You could just have the project updater copy the files and change the extension before writing the new ones... App.cpp -> App.cpp.bak App.h -> App.h.bak Main.cpp -> Main.cpp.bak You could make this an optional setting in the Editor preferences for those who don't want it. Edit: Skipped over cassius' post. Does the Editor already do something similar to this?
  11. Came across this while watching some Blender tutorials... thought it was neat enough to share. http://www.the-blueprints.com/ Tons of front/side/top view blueprints for aiding in 3D modeling. You have to pay for the vector drawings, but the blueprints are free - and there are tons of them.
  12. gamedeviancy

    Expansion

    I also prefer the quickly available links. What about.... an organized list of links coupled with 1 big preview image, that changes depending on which link the mouse cursor is hovering over?
  13. gamedeviancy

    Expansion

    Sounds good. Hope you're ready to be assaulted with complaints/requests, Jorn...
  14. Why not? We need more games like this!
×
×
  • Create New...