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aiaf

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  1. aiaf

    Leadwerks 4.3 RC3

    works ok so far, updated linux/windows projects
  2. Im on ubuntu 16.04 lts I created a new project in Leadwerks 4.3RC. Open the CodeBlock project, compilation fails. undefined reference to `Leadwerks::Interpreter::GetGlobal(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)' etc Undefined references to anything from Leadwerks namespace. Looking on the linker settings, seems to me Leadwerks.a is not found. I see $(LeadwerksPath) , where is this setup ? I should be able to build a simple application with CodeBlocks by clicking Build, without tinkering the project.
  3. Yes printed version I want to suggest mobi version, for people reading on kindle.
  4. After i updated the c++ libs/headers: Error C2039 'SetVolumetricStrength': is not a member of 'Leadwerks::PointLight' Error C2039 'SetVolumetricStrength': is not a member of 'Leadwerks::Light' Also this warning appears all over the place: Warning C4373 'Leadwerks::ChoiceBox::onmousedown': virtual function overrides 'Leadwerks::Widget::onmousedown', previous versions of the compiler did not override when parameters only differed by const/volatile qualifiers example c:\program files (x86)\steam\steamapps\common\leadwerks\include\Classes\GUI\ChoiceBox.h 18
  5. The model is not sitting on the ground, can go in any direction, model->SetMass(0.09); model->SetGravityMode(false); Model need to arrive to another entity that is moving , may encounter moving obstacles that will try to avoid.Then need to come back to the original position. Thats why i tried to use physics, then most basic step is what i tried with distances. Guess i could try with animated objects and have some kind of graph to create dynamically paths that wont intersect each other.
  6. Initial model position: Vec3(1, 2, 0) TargetDirection vector: Vec3(1, 4, 0) When model arrives at certain position i want to send it back the same way. Force is applied: model->AddForce(targetDirection[0], targetDirection[1], targetDirection[2], true); if (model->GetPosition(true).DistanceToPoint(Vec3(targetDirection[0], targetDirection[1], targetDirection[2])) < 0.2 && back == false) { model->SetVelocity(Vec3(0), true); model->AddForce(targetDirection.Inverse(), true); back = true; } if (model->GetPosition(true).DistanceToPoint(startPosition) < 0.2 && back == true) { model->SetVelocity(Vec3(0), true); model->AddForce(targetDirection, true); back = false; } I expected this to work and have the box bouncing between the 2 points. If i set condition for distance to be < 0.5 will work, but not with 0.2 value. I dont understand why this happens, is something wrong with the way i do AddForce ? sorry if this will be stupid question but dont know what i can do
  7. Yes i can still open chm files with nothing installed tried some files from Program Files. I didnt seen/use chm files in long time but seem still supported like some form of offline documentation. Dont like chm, pdf files are also supported.
  8. Haha the title makes me laugh C++ users might use the editor diffrently, i only enter the editor when creating textures, materials and when creating new particle systems.
  9. Lts ubtuntu version should be a good bet, i have latest 16.04.1 and works. For graphics card choose nvidia their opengl driver works better, had bad experience with amd card/drivers on linux. You might need to install some development libraries with apt install to get all working. Exactly what version of ubuntu is supported guess Josh can answer.
  10. aiaf

    Leadwerks.h

    For windows Here are the headers: C:\Program Files (x86)\Steam\steamapps\common\Leadwerks\Include But if you use project from Documents\Leadwerks\Projects you shoudnt get any such problems.
  11. Thanks, this is good, one improvement i can see is using a single texture with all the not ascii characters and extract the letters by offset.
  12. Yes please, im interested.
  13. Thanks for info. Then ill just add some models. Maybe Model::AddSurface to generate something randomly.
  14. Hello, Can i use the vegetation system to create asteroid fields ? Im using c++,i cant find the classes in the API reference. Ive seen some tutorials on how to use the editor to add trees, Can i use this without the editor ?
  15. Structura Game type real time strategy game. Download: https://drive.google.com/open?id=0B2C3CDSg5tPDYU9SYTdubUlFQlE Intro: The game starts with a unit (the cube) inside Principium universe. Universes spans to the right with positive indexes, but also to the left with negative indexes, some kind of multiverse. For story reasons, universes -1(Nega) 0(Principium) 1(Secunda) are named, the rest can be named by the player. Each unit has a shadow attached to it, there is a bitter conflict between the unit/shadow. Why this happens will be revealed by the story. Im calling this the inner fight and will be big part of gameplay. Tutorial: Select menu items by using key 1 to 5. Please read the Tutorial.I hope i did well with explaining the ui/console its not obvious. Below is a uitab created when you type for example "attach" command: ---------- left [socket] attach ---------- use left,right,up,down keys to select the command, then Tab and Enter to execute.Esc key will close the tab. Story menu tries to explain the background, work in progress, in the future the choices here will affect gameplay. To exit any of the views use close command. Construction/Economy: There are two types of objects that can be constructed. Units and components. Directions: left right top bottom front back In this directions things can be attached in this order: Unit -> Socket -> Tunnel -> Components/Unit Socket and Tunnels are a special kind of components that links to the main unit. Each component consume resources when constructed. To do this use the command: attach Here is how to transfer resources between units: transport To use the transport command you need a logistic center component. A bit about sockets.Sockets can also store resources. And the mode dictate what resources will be transfered (pick type of resource to transfer). The socket_* commands takes care of this. Default options: mode: transport (transport resources) resource: combine (this means all types of resources will be transfered at once) quantity: 0 Each new unit created will have 0 resources. Comming back to transport command which is essential to expand, be sure to transfer enough resources. The unit consumes resources to run. The economy gameplay is not finished and subject to change. stacks explanations Each unit starts with a stack (data structure). There are commands to create/manipulate any number of stacks. stack ? check there. stack_input_on to enable stack input, for example 1 followed by Enter will push 1 to the selected stack. stack_input_off to disable, default input mode is disabled. You can do math operations with this and more. The stack data is used by some game commands. Stil not shure where this will go but i like this part. pinpoint mark mechanics Commands: x y z pinpoint For example 0 4 0 pinpoint will draw a red line from unit to a point 4 units above the unit. Can continue to pinpoint to a max of 3 lines. Once satisfied with the position you can mark the place. "name" mark With marks_info you can see all your marked locations. Pinpoint command output is used by scan and jump commands. To scan an area of space: Construct a scanner. Pinpoint the position you want to scan. Stack_bind the position to the scanner component. scan To jump the unit to a specific position Construct a jumpdrive. Pinpoint the position you want to jump to. Stack_bind the position to the scanner component. jump Pinpoint add coordinates to the current stack which are then consumed by other commands. This can also be done without pinpoint command inserting coordinates by using manual stack commands. Command step (left, right) lets you navigate the multiverse, you cannot step more then 1 universe. Middle click a unit to enter Inner fight view. Work in progress, try some commands to see the basic idea. To reset the game, delete structura.db file, it will be recreated with default values.
  16. Cool game , music is great keep you wanting to try , i keep falling over.
  17. I used this at a previous workplace, saying is a great ide is an understatment. Single problem i dont use it for me is the subscription and the fact that on windows it doesnt support visual c compiler (it supports mingw, cygwin and clang).
  18. Need to get the range of a point light as a float. float GetRange() missing for PointLight class. Documentation for Light, float GetRange() method: http://www.leadwerks.com/werkspace/page/api-reference/_/light/lightgetrange-r474 I can see this method from camera class: virtual Vec2 GetRange();
  19. I figured this out, its a windows 10 thing .. Go to Display Settings -> Change the size of text, apps, and other items I had it set to 125% and had those issues If i set it to 100% Leadwerks behaves as expected.
  20. Mouse cursor width 960 height 540, looks ok. But its not, cursor is way off the middle of the physical screen. I will try on another computer i might find one with windows 7.
  21. I have a monitor resolution of 1920x1080, tested this on windows 10 Window is created 1920x1080 resolution no fullscreen, the windows is much bigger then the actual screen it continues to the right like another 1/4 of the screen. Width reported is 1904. I can see this with Alt-Space-M windows shortcut that let me move the window. When i go fullscreen is the same the right part of my game interface is not visible. Fullscreen width reported is 1920. Might be something similar to what was reported earlier
  22. aiaf

    Unit Testing

    Check this one out: http://www.throwtheswitch.org/unity
  23. I tested with Blank Project and Tutorial Example. Code will compile in Visual Studio. It also starts from the editor. When i start it from the editor: Loading map "C:/Users/alex/Documents/Leadwerks/Projects/tes/Maps/temp.map"... For both projects a black screen is shown. When i start it from the command line: Error: Failed to read file "C:/Users/alex/Documents/Leadwerks/Projects/tes/Maps/start.map". Another thing i noticed there is no file in Maps when i create the any of the 2 project in editor.When i run it for the first time the temp.map is created. Im more interested in the problem 2 i raised, i cant have a c++ project that runs well.
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