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L B

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Everything posted by L B

  1. Requested Josh, he said it is not possible at the moment, but that he would try to implement GetFrameworkGraphicsBuffer and GetFrameworkLightingBuffer eventually, which could be in some time. What are your suggested alternatives? Building my own Framewerk, or what?
  2. Trying to use refraction with framework, I found myself stuck having to get the rendering buffers, which I can't access. Example: (Reference tutorial: http://www.leadwerks.com/files/Tutorials/CPP/Transparency_And_Refraction.pdf) using System; using Leadwerks; using Math = Leadwerks.Math; namespace Evol { static class Refraction { static void Main() { try { Engine.Initialize(800, 600); Framework.Initialize(); FileSystem.Initialize(@"C:\Users\Lazlo\Desktop\Refraction"); Filtering.Optimize(); Explorer ex = new Explorer(Framework.Camera); ex.Camera.Position = new Vector3(0, 2, -2); Mesh scene = Mesh.Load("abstract::scene.gmf"); World.Current = Framework.Layers.Transparency.World; Mesh sphere = new Mesh.Sphere(); sphere.Material = Material.Load("abstract::glass_refraction.mat"); //sphere.Material.Textures[2] = Can't get the framework's light buffer? //sphere.Material.Textures[3] = Can't get the framework's graphic buffer? sphere.Position.Y = 2; World.Current = Framework.Layers.Main.World; float refractionStrength = 0.01f; while (!Window.HasRequestedClose) { ex.Update(); if (Keyboard.KeyDown(Key.Up)) { refractionStrength += 0.001f; } if (Keyboard.KeyDown(Key.Down)) { refractionStrength -= 0.001f; } refractionStrength = Math.Max(refractionStrength, 0); sphere.Material.Shader.Pass("refractionstrength", refractionStrength); Timing.Update(); Framework.Update(); Framework.Render(); Graphics.Flip(); } } catch (LeadwerksException e) { Debug.Alert(e); } try { Framework.Dispose(); Engine.Dispose(); } catch { } } } }
  3. A header is the medium between your coding language and the Leadwerks Engine. A wrapper is an object oriented approach to a header - it's basically a OOP header. You can download them at www.middlewerks.com/headers or in the "Downloads" section of Werkspace, under "Tools and Utilities" (look for "32-bit .NET DLL") The documentation is available on the same site. In Visual-Studio documentation will be coming soon. Even though the site says the custom engine.dll is required, it is not. Some custom methods require it, but few of them.
  4. That's because Josh doesn't want user moderators and doesn't have time to clean up. Sorry for the confusion, really can't do anything about it.
  5. If players demand anything out of a game, it isn't indie anymore. Indie is the beauty of development freedom, where the maker should enjoy the game as much or more than the user.
  6. I think lip synchronization is against Josh's mentality, and I agree with him on it: It takes an incredible amount of time to implement, various voice artists, and most of all, it's not needed! It can easily replaced by an off-screen voice-over or, honestly, with not-so-perfect animations. @Betke: I'd really like to see that list too
  7. Love the Microsoft-office badge effect.
  8. I can only assume it is because an exact copy doesn't make it work any more - it is probably a reference problem in that case.
  9. Ok look, let's stop arguing for nothing, and answer the OP, before he gets desperate of our community and goes to Unreal. Trainguy, if you want to do a MMOFPS, go for it and try. Leadwerks will be easier to code in general, but has no network support (it will in LE3). UDK will be harder to code in general, but has networking support and a lot of FPS examples. Now if you want my opinion, I'd buy Leadwerks and get familiar with it, get some experience, then when LE3 comes out with the Networking you need, you should be more than ready to at least realistically attempt making your game.
  10. The transparency world can handle alpha blending as long as the objects are not affected by any deferred rendering lights.
  11. If Tyler was there, I could fix some things and release v2.1. :/
  12. And people who go big are those who don't.
  13. Great is if you succeed, stupid if you fail.
  14. A tree generator is the only thing I'd use Lua for, if I had a decent algorithm. It would be great to just drop a tree model in the scene, and have it create a random tree instantly.
  15. 17 falls into the kid category, sorry. However, I don't see how this would stop you from making a MMO. If a 1-man-army can make a Cry-like engine, why can't 3 people make a great game with it. Again, as Josh and I said, take the time you need and keep your motivation.
  16. Have we asked everything to santa Josh? Seems like this thread is dying It will be a good reference though.
  17. Learn a language thoroughly, then use it. Of course, it will take you a tremendous amount of time to make your own MMO - I don't think it's *impossible* though. Perhaps improbable. Depends on your motivation.
  18. In C# it would go around the lines of: new Pick(Framework.Camera, ScreenPosition.Center, 500).Entity.Free();
  19. I hope as well, although I can't say it "really lacks behind". Besides, using a 3D modeling program won't let me preview in real-time what my scene would look like.
  20. I have a crazy load of ideas possible if extruding terrain was possible. (i.e. not only a heightmap). Now I know this is possible with modeling, but the process is tedious and kills all creativity or productivity. You can't experiment and see what you like in the editor. So, in theory, would there be a possible way of doing that? I read some references to CE and voxels, but I'm not sure. Anyone cares to develop?
  21. I don't know for Tyler, I intend to provide support for .NET in LE3. Besides, you can use our DLL in any language too - only it won't be wrapped.
  22. Oh my god, Tyler is alive! I have to go right now though, don't have time to read any of that thread. Hope I'll see you on MSN tonight?
  23. L B

    OO Font

    In C#: CustomDrawText(string text, Font font, int x, int y) { Font old = Font.Current; Font.Current = font; Core.DrawString(text, x, y); Font.Current = old; } (P.S.: getting the current font requires .NET headers/the custom engine Dll) I don't know why it's slow, but it ate all my FPS. I was at < 1 FPS.
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