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YouGroove

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Everything posted by YouGroove

  1. Thanks. if (stream) returns true and works for you.
  2. if (stream) then stream:WriteLine("Hello!") stream:Release() end In this example, the test if(steam) don't work. I tried if(stream ~= nil) not work. I just put directly writeLine and it works. So there is no way to detect if the file to create exists and is ready ot write ?
  3. Strange ? It is not something special on your PC ? or on your game physics ? I see a big difference between previous LE3 demo fo Agrorr and this new one from Shadmar.
  4. FPS magician arms for dungeon game same as Rick style.
  5. What have you changed Agrorr ? Is it LE2 ? I tested on my Tower PC : Over 200 FPS all time ,no slow down even on last cubes. That's totally different from previous versions in terms of speed, it's fast and smooth. But perhaps it's different when using otehr stuff than cubes, like Rick project ?
  6. Thanks, i should had read the docs, didn't think it could be easy : Time.getCurrent() or Millis() save in in some variable when mouseDown Than call again getCurrent on mouseUp than just calculate the difference between the two variables to have some time ellapsed.
  7. Good. So how this will be when starting a project ? how to choose OpenGL for a project game ? some option we click ?
  8. We can ask Agrorr if he has time to implement that code in the LE3 Exe test he posted ? Perhaps it will change the physic speed. Newton 3 sweept collision don't work well in one example test i have, putting that setting, will speed up physics perhaps, but will make sweept collision working more bad also ? Well this is tests to make.
  9. Well In fact i want to have some PC first game using super simple mouse move detection : Mouse Click and keep clicked, mouse move in a direction, Mouse release How to detect the time passed between a click and a click release ? How to manage that in UpdatePhysics() loop ? Any idea ?
  10. And C++ don't helps to speed up engine (just kidding as Lua user mainly) But im' not so wrong, if some stuff is slow or not that fast, you can have C++ it won't make it. If another engine uses Lua, but all GUI, Physics are fully optimized and fast, indeed at the end, the game will be faster in that one than the other C++ with problematic physic component integration. As i will stay with simple characters in LE3 for the moment, it's ok, but if i use more physics indeed i'll be in your not so good same position with engine and physics
  11. Ouch, So mobile won't have lightmapping possibility games ? Will we be able to create a project and choose : - lightmapping and dynamic lights game - deffered lightening game Some 3D engines propose the choice of project before starting. Actually i find awesome lightmapping in LE3 caus lights placed on level for lightmapping works like dynamic lights for objects passing by, that's just great. And it's better performance for casual PC games with good 3D scenes without requiring openGL 4 deferred that asks indeed LOT MORE POWER.
  12. The OpenGL 4 renderer in version 3.1 will use fully dynamic lighting. What this means ? no more lightmapping ?
  13. OK , caus it seems i will be in Summer holidays also , it like my laptop can't anymore run LE3 caus of sound init failed. Only my tower PC can run it, so i think i won't be part of it. Or you must extend the date for 3 or 4 weeks, summer is not the more productive time sometimes.
  14. Yes this is Crhis thread. Don't spam on it with concurrent offers, that's so bad behaviour : make your rock own thread. Indeed Skyrim, Boderlands, Guild Wars 2, Tera mmo etc ... the simple better way is terrain + model rocks and cliffs. Dishonored game is very rooms /corridor style (could it be indoor or outdoor), very linear, no need for terrain indeed. @Chris: I agree with rocks looking horizontal or vertical patterns, i wanted to point, it's perhaps better to keep them lot more general rocks than very particular cases. Anyway seeing the last ones i just thaught in some place where people was scultping and working these big rocks.
  15. lol, what is the problem ? Rick your adventure dungeon game , really inspired me, i'm planning to make same style in LE3 , but action oriented, and simple keys doors like Doom or Hexen. Knowing the theme , will make me decide if i put more or less time in next tournament : so tiny game or small game.
  16. Why not announcing it , during week end ? At least we can prepare and start Monday , first day of week.
  17. Absolutely this is the main point. We are in 2013, why not working in the 3D scene and stay here ? In some others editors, you have sound gizmos to position them, you don't have each time to clik on scene panel hopefully. Well it's just some LE3 suggestion and wish , i don't understand people saying, all is ok like that. I feel more pleasure working in UDK editor for example than LE3 for such tasks. Saying some stuff can be improved to at LEAST have as good LIKE LOT OF OTHERS DO , for me it's important.
  18. @Rick: Oh, no, stop ignoring good workflow. You place stuff in the 3D scene, you want ot adjust a light, the faster is like you are in 3D View, you move the light Gizmo in 3D view. It's like that in most 3D engines. Even the rotation gizmo is so bad to use compared to UKD or other indie engines or Blender that uses circles instead. I hope LE3 suggestion to be part of some entire dedicaced update one day.
  19. I already posted in suggestion several times to have solid visible volumes instead of wireframe that is just rendered in top of 3D buffer without Zbuffer. And yes light icons seems will come indeed, i hope we will have : -Pivot icons -Sound icons Actually that just so .... unfinished in these areas.
  20. Thanks for the details Rastar. What you listed was not in the docs in fact.
  21. Thanks But the doc and example is too much simple. It just creates objects and just shwo their type. This is nothing that explains all different type of collision. I'll have to dig if i can find how to detect collision between these objects.
  22. It's useless; anyone can program non object aligned collision. I used another engine having box axis object collision. Our own solution is physic system with LE3 , what is lacking is : EnterCollison, ExitCollision functions. Actually it is possible to know when two boxes physically collides ?
  23. The AABB class defines an axis-aligned bounding box. What means axis-aligned ? alignes to axis world or aligned to local axis of the box ? I mean if the box rotates, so the axis of the bouding box AABB will rotate also ? Same for : AABB::IntersectsAABB This function performs an intersection test between two AABBs. This means detects perfect collision even if the boxes are rotating in space ? And what is overlap parameter function ?
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