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Mumbles

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Everything posted by Mumbles

  1. Ah, so you're the one that leaked crysis 2 then How long before we get a sneak peak of this one?
  2. Moderators belong more on community forums, whereas this, no matter how you look at it, is a company forum, although we do have a community here too. It boils down to what would the repercussions be if Josh gave moderation powers to someone, and he later finds out that this person can't be trusted with them? Anything bad this moderator does in the mean time reflects badly on the whole company...
  3. Some time in April the server was rolled back by about 6 months. There may have been some news updates in that time that were lost.
  4. Mumbles

    PS3

    Are Sony that picky? Didn't Naughty Alien have a screenshot of a modified LE working on the PS3 like 9 months back (as in, before the rollback)?Anyone else remember it?
  5. This thread wasn't the first one in this category... Being such a well known standard, how can C++ be less collaborative in nature than lua? I mean I haven't heard of Gamelib in lua, whereas anyone using C++ can just plug it straight in and have it working more or less instantly. I know I claim to have a degree and all, but you might have to spell this one out for me
  6. I think the attachment got lost during the server rollback. Well, it won't have been lost, but it will have been renamed, so might take a while to get it restored. Unless Filax kept a copy of it and comes back to forum to re-upload it...
  7. Since not everyone's a programmer, you absolutely must not deprecate the command MakeFPSGame()... Otherwise some people won't be able to use the engine
  8. Maybe you have been pressing your eyes too much...
  9. I guess I could just kill everyone indiscriminately. Won't do a damn bit of good without putting junk posts on the other topics... ...Now there's an idea
  10. Grrr, I had the oldest thread and you've just revived it ...I never did get round to killing someone.
  11. It's not spam if someone else has the same problem, searches the forum, and finds this thread.
  12. Mumbles

    PS3

    I believe the official line was "maybe" to PS3 support - but certainly not from the word go...
  13. Well, I'm sure you saw that one coming...
  14. CSS isn't really coding. Now JavaScript on the other hand. Sloppy as it is, is very similar to what you'll need for Leadwerks, so it's something to start with.
  15. Where is this rumour. I've never heard it before. And what's so wrong with precompiled binaries? Sure it means no one else can expand someone else's work, but I find when looking at other people's code: No matter how well the code is written, it's usually still pretty hard to follow. I'd use free (or cheap) compiled libs over open source any day. You do mean this werkspace, don't you? Not some obscure one with the same name? I mean wherever I look, all I see is encouragement, especially in the gallery.
  16. You don't really need that chart: LE 2 as a game engine, does almost everything you'll need for a 3D game. The only feature that's really criticised is its networking. But if you need that, you can just use a third party library (could be static or dynamic) to handle that. After all, you will already be using Leadwerks as a third party DLL in your language of choice.
  17. At the time of the old forum, there were a few problems with piracy. Kids who'd just downloaded to latest freebie to make its way to the torrent sites, without having the faintest clue of engine's capabilities or requirements (in terms of both hardware, effort). When you ask more sensible questions like yours, most members are more than prepared to help if they are able to, without you needing to get your wallet out, Since moving to this new forum about 1 and a half years ago the piracy pretty much died outright Well yes, donations are a great way of showing gratitude, but personally I wouldn't offer them upfront (maybe that's just me). To be offered a donation afterwards without any indication in advance really makes you feel like you've gone the extra mile to help someone. But to have been offered it upfront: let's just assume it's me your offering to pay for a tutorial. I go away and write one that actually doesn't really help you at all. Now what do you do? Do you pay me anyway to avoid upsetting me over the hard work I've put in and think to yourself "I'm not asking her again", or do you honestly admit that it didn't help, and thus not pay? So I'm not saying don't reward people who have helped you, but just be aware of some possible implications of it. And since we're like a big family here, help is normally offered for free, but no one's actually going to say "you must not pay me"... It's like paying your sister to iron your suit for you - you can, but she's probably willing to do it for free.
  18. I've never heard of anyone demanding money for tutorials - it's just not something most communities do...
  19. The leadwerks developer wiki (link) has some tutorial that cover both points 3 and 4 But as for 1 and 2. I've never heard of anything related to python in Leadwerks. The closest match you will find to python is lua. And my personal opinion is that the engine is best used with either C/C++ or BlitzMax. Other people will prefer other languages, but support for other languages is limited. The tutorial I linked to show you how to use the engine in both of those languages. I wouldn't really think python was suitable for making games with, but maybe I just love C too much...
  20. I wonder if I'll be the only one to vote for Newton. I much preferred it when it was closed source though
  21. NewtonBody shell casings sound like overkill 9000. You're in the cockpit, how long are you going to see the casing for? Also is it imperative that people on the floor can see the casing fall and bounce accurately? Just an image may be a better idea, and for raycasts: 1 raycast per 96 ms is by no means fast all... Even 1 per 20 should have a negligible effect on the performance. I know because I was once creating an auto-waypoint generator because I didn't fancy placing them myself over large areas. First stage was to distribute the map into "cells" (each 1x1x1 in size). Then was to analyse each cell, by firing a number of rays straight down inside the 1x1 cell. The number of rays was user definable, anywhere between 2x2 to 100x100, 10x10 being the default as it was good enough for high precision. To do an area of 200x50x200 cells at 10x10 scan resolution took no more than about a minute. This was a DBP project though, and it used Newton 1.53 I can't see Newton 2 in Leadwerks giving wildly different sort of times. But I've yet to port it over to Loadwerks because I've not yet needed it.
  22. Might be a bit late by now, but I always found inno3d cards to draw a load of coloured (opaque) triangles and lots of small dots all over 3D geometry. I'll admit that happened in DirectX 7 thru 9, never tried it with anything OpenGL and they may have got their act together by now, so that may not apply, but just a warning... This was with a Geforce 4 (don't remember which), 6200 and 7600
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