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Canardia

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Everything posted by Canardia

  1. Canardia

    Project Manager

    7-zip would be much nicer to have, it's free and comes with full source code. I bet nobody has a legal license to use WinZIP or WinRAR.
  2. That's exactly what's wrong with Newton's car behaviour. It should not be stable at high speeds, because like in LE2 it's just ridiculous that you can't turn over a car even if you want to. And when you turn, it just stops and turns, instead of flipping over 100 times, like it should.
  3. It can be all faked pretty easily, newton doesn't support realistic physics, so in most cases you have to set gravity to 0 and simulate your own gravity (which you kinda need to do anyway, since the earth is not flat, but round). With airplanes it's especially important, since they can't fly with gravity on. I guess I'll make a car demo soon.
  4. I would make it with a box and 4 cylinders. I tried it on airplanes, and it worked pretty well.
  5. You need to parse the scene, like GameLib does, to modify existing sbx lights and other assets. Also special handling is needed for sources, because they are not part of the scene or world.
  6. It's a bad SetShadowDistance setting. By default the ring occurs at 8 meters: http://www.leadwerks.com/werkspace/page/Documentation/le2/_/command-reference/lights/setshadowdistance-r273
  7. Got it to work again: 2docclusion.zip You need to draw to a temporary buffer, which doesn't need to be bigger than your image (64x64 in this demo). Then you draw the occlusion image, which has transparent areas, with BLEND_ALPHA. Then you draw the actual image with BLEND_MOD2X. Then you draw the temporary buffer to your real background buffer.
  8. I tested it, and it worked, you remember the MOD2X trick. Maybe you did the textures wrong, but I could make a demo, since the old demo is on my old PC, and it's not ready yet.
  9. You can look at the "Guess A Number" game source code in the assetstore. There I render graphics on a texture, which is displayed on a cube. This article explains how to do it: http://www.leadwerks.com/werkspace/page/articles/_/programming/guess-a-number-r78
  10. You don't need multiple cameras or frameworks. You wouldn't see them anyway, but just one camera at a time. But you can make multiple buffers and render the same or different scenes on them, and then assign the buffers as textures of planes which you see with your main camera.
  11. Canardia

    Even Faster

    You should always put ... in front and/or after a sentence part, if you don't quote the whole sentence. But you should never cut out parts which negate or change the meaning of the quoted part.
  12. Canardia

    Even Faster

    You have to remember also that coding in Java is a horror. You find some example on google, but nobody cares to mention what import libraries you need to do. Usually finding the right import libraries takes longer than actually coding the whole thing in C++ or Lua. In some other article I actually read that Java is slower than interpreted Lua, that's why I mentioned it. I don't know how BMax compares to Java, but I would guess it's about the same speed. You just can't keep up with speed with GC languages, they are doomed to death.
  13. Canardia

    Even Faster

    Uncompiled Lua beats even Java in speed, so I bet it beats BlitzMax too. But then LuaJIT, the compiled Lua beats everything else, with a few exceptions like I described above.
  14. Canardia

    Even Faster

    I didn't list the joy of coding in C++ as disadvantage of Lua, because it's a subjective thing
  15. Canardia

    Even Faster

    Well, I listed the advantages (and disadvantages).
  16. Canardia

    Even Faster

    People are wondering what language they choose with Leadwerks3D. Sometimes they have some exotic languages in mind, but quite often it comes down to the decision between Lua and C++. Recently I read an article that LuaJIT (yes, you can use it in Leadwerks3D too) is actually damn fast. It's fast, because the simpliness of the language allows for extreme optimizations. It might even come close to C++ speed, or in some cases even exceed it. That's how fast LuaJIT 2.0 is. But it's still in beta, so it can only get faster. Same goes for Fortran 2008 btw, it usually beats the speed of C++, because the compiler knows which CPU registers are in use and can assign them intelligently, which C++ can't, since it doesn't know which registers are in use. But it doesn't have such nicely optimized STL libraries for linked lists and stuff, so it ends up slower in those cases, because nobody can single handed make such great optimizations as STL provides. Lua has some advantages and also disadvantages over C++. The advantages are: 1) You can use the same code on all platforms, which makes finishing your game much faster 2) You can develop in real time, because you only need to compile for the final release of the game, if even then, but usually you will need it if your game does some more complex calculations, and to make sure your game runs also well on slower machines 3) You can learn it much faster than C++, it's really just basic, and often even easier than that because there are no types and other annoying stuff 4) You can share code with other people much easier, because like beforementioned, nothing is type specific, which allows for extreme abstraction and generic code The disadvantages are: 1) You don't have such great arsenal of 3rd party libraries ready for Lua, although with some effort you can find some libraries which someone has made, or you can take any C/C++ library and wrap it yourself for Lua 2) If you really need maximum speed for some time critical routines, you still need C. Yes, not even C++ is fast enough for those. And then you need to wrap them again for Lua For reference, here is an article that LuaJIT can actually even come on par with C in some benchmarks: http://lua-users.org...6/msg00071.html On the other hand, I think with the growing interest for Lua in Leadwerks3D, the Werkspace asset store will provide more and more ready made libraries for Lua over time. My conclusion is, that LuaJIT 2.0 is a very easy and fast alternative to C++ with Leadwerks3D, and it allows also sharing of code and code snippets much easier than C++ does. Which is what the Leadwerks Community is about.
  17. So my cube1:SetRotationx(45) would still work, and the same of course with position to keep it consistent. In C++ using operator=() and operator(), you could still do: cube1.Rotationx=45 and x1=cube1.Rotationx and it would internally do the mat4 tricks. Not sure if Lua can do that, but I faintly remember that it could.
  18. But if the user then does cube1.rotation.x=45, it wouldn't work if the rotation is actually a mat4 internally?
  19. Although both would be a bit inefficient, if you only need the x coordinate. So a x1=cube1:GetPositionx() would be more optimal.
  20. At least structure attributes could be exposed to Lua, so you could code have which looks like if you would access the object's attributes directly: x1=cube1:Position().x; But actually you would be just accessing a vec3's x attribute, which is a copy of cube1's position, since it's returned by the Position() method.
  21. There's 3 bad things about setting object attributes directly: 1) some attributes might need additional actions also, which can be done only in a setter method 2) some attribute names might change, but the setter name will almost never change 3) the data structure of attributes might change, but the setter parameter will complain about incompatible datatypes Besides, the setter can be a operator=() for many attributes, so you won't even notice that you are using a setter.
  22. Looks good. I would put the images on your google site (it's free) so they load a bit faster.
  23. If you restrict the macro language to only have commands which the gameplay needs (that's what WoW does too), and not enough general commands which would allow making a whole new game with them, then it should be allowed. In addition you should have also other checks, like serial number of the game, an EULA which forbids selling modded games (like Crysis does, and they don't do anything else to prevent their engine to be misused). If someone sells a modded Crysis game, they would be exposed within 24 hours by the internet users.
  24. If you don't know coding much, use Lua. It's quite powerful and easy: http://wiki.interfaceware.com/241.html If you know a lot of coding, use C/C++.
  25. 7-zip is the best. It's free, and comes with full source code. I already made a better 7-zip also, which has the "move" option to move files into an archive instead of just copying them into it. With Ultra+LZMA2 compression in 7-zip you get also the best compression of any archiver. And of course making normal Leadwerks compatible zip files works too, although I would hope Leadwerks3D supports 7-zip format, and the forum uploads too.
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