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YouGroove

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Everything posted by YouGroove

  1. Thanks i put code elsewhere than App.lua So App.lua can't access Player.lua and display it's values variables ?
  2. I created a simple cube sandbox : You apply forces, torque,mass,gravity on a cube that is between walls. Beware of the side forces playing with them you'll have the cube going throught walls sometimes Here are the keys : A-Z self.entity:AddForce Q-Z self.entity:AddTorque E-R self.entity:AddPointForce R-T self.entity:SetMass Y-U self.entity:SetGravityMode Playing with that i think you'll have some great game ideas. Specially enabling disabling gravity or mass on a moving object is great for ideas. ************* 1) You must create a Lua Project. 2) Download the map file and player script Just attach Player script to the grey little cube on the scene and start playing http://www.megafileupload.com/en/file/434335/Player-7z.html
  3. I can't display text simply on a Lua project. code not working on Lua project : local window=Window:GetCurrent() self.context=Context:Create(window) the second line is what is problematic.
  4. i will release a simple cube physics playtest. I played with it , and had the cube going throught walls playing with big linear force applied. So nope continuous detection not as good as Bullet.
  5. self.entity:SetFriction(0.01,0.01) or self.entity:SetFriction(1,1) have the same effect : NO EFFECT Could it be corrected for some next patch ? Using solid physics are useless without that function working.
  6. Last chapter has is own physics coding for platformer. In some other indie engine, 2.5D platforming is popular game, specially published on mobile. Sad LE3 not having good enought physics and example working code. For space ship, between thinking it's not so hard and making it, it's not super trivial , believe me For physics, not beeing able to adjust friction like i seen, seems pretty limiting for physics type games. I agree you have 3rd game style for now. FPS style, sorry but the tutorial is not based on a real model player, this is just camera movement with 3D models in front. Even crouch and collision detection would fail or you would have to code your own. Even FPS tutorial there is missing : - no real C++ framework example code (managing NPC and attacking you) - Physic bulets move and collision management (not raycast only) - simple example of NPC with supid simple AI Well i just wanted to point out, that something LE3 would need after the nex big update at the end of the year, to attract more people. Some people feel lot more easy to re use or modify existing code example. "Darkness" game is a good example : it's working and just copy/paste/modify the code you need is so much simple, could it be player code or goblin NPC code.
  7. What is lacking are small type game tutorials. You can find some other engines examples, but LE3 direct example would be better. Like : -Space ship : I don't know how the hell to make it ? Physics ? how keep ship not moving and trusting ? how detect collision with other ships precise ? - WipeOut type game ? again physics i don't think is the way to go ? how to keep it on air ? -2.5D platforming game. Actually not possible or problems with Z axis like discussed on the past. -Top down shooter with bullets ? how to ? etc .. LE3 tutorial is mainly 3rd person ahck and slash. LE3 has lot of work until end of the year indeed. I just hope LE3 code base to grow up in terms of code for different game types.
  8. what is fyi? I don't think it's a shader, it's just how is painted the mix of textures. Like painting snow on rocks in the video : The snow goes on darker carves of the rocks autotmatically, we could do it by hand using a tiny radisu and painting on darker parts of the rocks. In that video this is some algorithm that paint for you automatically, it blends textures only on the darker part of the source texture. We could have that feature , would be great with great possibilities.
  9. Normal, because it's not real objects parenting like you do in a modeler. It's just making scene editing some more easy.
  10. Seems like alpha paiting some texture on some lightmap ? Strange you can paint on the whole model. This is models not BSP paiting.
  11. Seeing some physic problems or missing stuff, i suggested : Bullet physics. I really hope after next big update, it could be a new suggestion point for some future LE3 evolution Bullet, is ways better than Newton, it's open source, stable used in AAA games , and have continuous detection better than some others.
  12. You must be the one only now needing that i think.
  13. It seems people owning LE3 PC/Mac , even that don't need Linux, will have Linux by default ? Or will it be a separate license ?
  14. This is not real parenting. This is parenting on the world editor only to make easiest world editing.
  15. Great idea. Another interesting technique : texture filling in the more black colors of the other texture. Just look at 34:20 on this video
  16. I changed a lightmap shader to dynamic in a BSP level. From all lights i placed, even adding new ones is useless , only 3 remain visible. Hardware is 8 lights limit i think ? Should it be possible to have later some "light manager" when you don't use deffered but low cost solution instead ? I mean display to 8 (harware limit) closest lights to camera , it could be adjustable (like 4 lights). The engine would display the closest 4 lights to camera each time as the camera go throught level ?
  17. Could we have some option to show lights in 3D editor as wireframe or volume when selecting them. Because the wireframe is always on top of 3D , and it's hard to figure out where the light volume intersect 3D molde level. It should be some solid sphere in the 3D view, this way we wuld have a more precise idea where the light volume collides and adjust it as we want. Actually , it makes too much trial and redo (place it , render, adjust, render, adjust again). Volume would allow lot more precise positionning , and less trial/error/redo.
  18. Well i put it under bug, caus i find it's so much missing. I place lights in a room (BSP and lightmap shader material), and there are not visible, you need to render the lightmap to have some idea where they are. If you want to quickly duplicate and place lights before rendering, there is no way to figure where you have put them. Could we have some visual light symbol like in other editor engines ? And i mean visible in all views some light sprite for example. (We will have to ask for sound later) For someone making a big dungeon level for example, i think working efficiently and quickly, would be to duplicate lights and have a visual feedback of lights (sprites), before doing any rendering check.
  19. YouGroove

    FlowGUI

    This had the immediate benefit that we don't need recalculation of the position. This works in 90% - 95% of the cases Good. Will it be some general alignment system from what i read it seems yes : Center, top, low Center etc ... Will it be enought in term of performance to keep some buttons or HUD during gameplay in game like : -Buttons to open some menu -Healthbar display Can it be measured in terms of draw call ?
  20. Agrorr posted a tutorial where camera pick works very well, it's a tutorial where you pick a point and your character go to it followed by another that simply chase it.
  21. Indeed we can't ask LE3 to be AAA engine big tech team, but Vector terrain is not possible one day in LE3 ? (from the HAlo tech link , don't give ideass to your users lol) Will it be terrain LOD (adjustable ?) in LE3 ? Specially adjustable for mobile optimisation (less polygons to display). Great terrains are coming
  22. I have a model with physic that is a simple box : It's the race car. I have a box BSP fro ground. How to declare the car box : Physic shape : Box Collision type : prop or character ? as i wont' use character controller , and just want to apply physic force to the box like : entity:AddForce(0,0,100)
  23. We could classify suggestions as high-medium-low or something from our point of view, and Josh could prioritize them as well from his side I like that idea of priority or needed a lot or less. I think perhaps there is not enought people using LE3 and asking features we are only some five or ten people to ask . A lot of users are core programmers or don't even make a complex scene , so workflow can stay behind i think Well indeed we can make some level without the suggestions we ask. It will be just more long, less fast, less fun, sometimes borring. - camera gizmo - light gizmo - better gizmos : these wireframe ones are hard to catch sometimes, we must concentrate lot more than bigger ones - change rotation gizmo : more attention/concentration to figure what axe to click to turn the object around some axe - Grouping BSP under groups : to avoid thousands of BSP stuff on the scene panel - Group stuff by category under scene panel (BSP, static models, animated models, sounds etc ...) - Select stuff by dragging a rectangle Only some of these stuff si super basic and missing. It seems the editor don't need more attention , and it should work the way old tools like Hammer works, why ? We are in 2013, that's Crysis/Far Cry editor, Skyrim editor and it's modular 3D tiles. BSP for prototyping or simple games yes, and for pure programmers : INDEED For complex optimized scenes (LOD) nope. I don't like hammer and other BSP tools, i use BSP in LE3 for casual game, because i put simple walls and floors fast. If i target RPG terrain based, indeed , no more BSP, all will be models with LOD and dynamic lights, LOD shadows. Yes the editor would deserve lot more attention and love I can't say more, if the editor don't need more attention (it's one of the main features of LE3), well it's like that. Some "hard work" people using LE2 have done some complete game or advanced simulation, so it's possible staying like that in LE3 apparently.
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