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Everything posted by YouGroove
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I was making a small game using Lua with LE3.1 only , and as game grows, it just showed me, LE3 is for C++ mainly, two things that show that : - C++ language that is not comparable to Lua, specially when your code is really growing - Visual Studio also far away from text editor Lua is good to make some "side" gameplay or objects interaction or some really small game, not for bigger. Main lacking features of Lua and editor : - Simple language syntax errors not catched, you have to run the game to see that some "=" or "then" is missing - Auto completition for language and 3D engine functions and variable names - language convention : having to write ""Script" or "self" can be tedious - Auto paragraphs and advanced editing don't exist, yes you have to tab each time it don't do it itself - No real language class system or structures even if you can do a work around As the small game demo is finished almost, i just see that if i had Visual Studio and C++ i would have put perhaps half time to make it or less. With LE3 , it seems the way to go is C++ and Visual Studio as main programming tools if you want to stay productive and go lot more faster and efficient in programming, specially when your game grows a lot in terms of code. EDIT : Changing from autocompletition editor as Sublime Text 2 , makes a really huge difference. If i had it when making small game demo, yes i would have avoided lot of writing mistakes and auto completition , would just had made coding ten times faster.
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Something old in 3D engines and very basic : physic particles. I mean some new options "Physic" option for particles that would be mainly a physic mass.
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How to do collision groups with type prop/prop
YouGroove replied to YouGroove's topic in Programming
I don't talk about trigger or detect collision, but a way to be able to control what collision type should collide physically or not with another collision type. Some example : I don't want bullets of type 99 to collide with ennemy ships of type 97, but i want bullets type 99 to collide with player ships that have collision type = 90. Actually we can't tell LE3 engine : Type 99 No collision physics with Type 97 Type 99 Yes Collision physics with Type 90 Seems simply LE3 don't have collision groups/layers management. -
How to do collision groups with type prop/prop
YouGroove replied to YouGroove's topic in Programming
@Gamecreator : I'm aware of LE3 collision basc types : with "prop", "debris","scene" I have physic objects moving , all are type "Prop" and i need some "prop" types to collide with some others and not others. So you need some layer system. In gameplay terms : Ennemy ships of collision type "props" not colliding between themselves, only with player bullets and ship that are also "prop" type Actually any "prop" type collision will collide with any other "prop" type so that's not possible. In programmin terms : - CollisionType(80) can collide with CollisionType(90) - CollisionType(80) can't collide with CollisionType(85) -
3DWS, is just great for BSP style work and level making , as i am prototyping 2.5 D game in LE3.1, i was making 2.5D level with BSP , and 3DWS is great for that and with all the tools it has. I tried , but now way to have 3DWS BSP scene in LE3.1. Does someone know some way ?
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How to do collision groups with type prop/prop
YouGroove replied to YouGroove's topic in Programming
Don't waste to much time seeking it, as i needed it with Lua.Thanks. Ok so in Lua this is not possible. I'm not spamming 3D engines, but i wanted LE3 to have something similar to Unity to manage collisions. https://docs.unity3d.com/Documentation/Components/LayerBasedCollision.html This bring lot of things and gameplay possibilties could it be : - bullet ennemies not colliding ennemy ships - bullets player and ennemie bullet not colliding - special laser gun going throught walls but not players - player special ability to go throught walls when power up etc ... -
How to do collision groups with type prop/prop
YouGroove replied to YouGroove's topic in Programming
Thanks. I dind't find it ? It is Lua ? or again did i miss it in Command Reference docs ? -
Already asked multiple times also. Time passes and important or essential features just got forgotten , you never know what will be taken account or approoved. Only thing you know , it could be implemented if enought people ask it regulary , but it could take ages to come. Even simple things as uniform scale Gizmo. LE3 have some general roadmap, but for suggestion this is as hazardous as lottery or like twilight zone
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How to do collision groups with type prop/prop
YouGroove replied to YouGroove's topic in Programming
I know Rick. But i seen no tutorial on showing how to make groups ? Even if you give numbers using SetCollisionType How you do to say to collision system : - CollisionType(80) can collide with CollisionType(90) - CollisionType(80) can't collide with CollisionType(85) How to do that ? Does i missed some function or step ? -
Sorry, i meaned in LE3 model editor as this is the main concern here
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BSP multi line Slice tool and draw shapes tool
YouGroove replied to YouGroove's topic in Suggestion Box
Also : Draw shapes using segments lines , and ability to turn them to faces , to be able to extrude. This also would be a big plus -
Ability to cut drawing lines or with simple shape drawing like rectangle. This would allow new possibilities , make BSP sculpting more natural easy and would be awesome tool. Lot of application : - Making complex models from BSP more easy. - make BSP basic levels or any 2.5D levels Some 3D Coat screenshots explication
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How to do collision groups with type prop/prop
YouGroove replied to YouGroove's topic in Programming
Not to delete -
No way i would do that, i won't program 3D editor basic tools, or i'll would use Ogre 3D or other 3D engines. Managing keyframes by code can be a solution, but it's more programmer taste solution. More hight level solution is put name and start-end frames on the model editor and that's it, your code is independant, because calling : play("walk") will never have to be changed if you change your character frames. Needed indeed. I add more usefull ones : Show axes option : to be able to see if your imported model is right aligned for LE3 engine. Grid option : To be able to viwe if your imported model is too big or too small Play/Play Loop animation : abiltity to play animation in LE3
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It seems your problem is character moving not camera. Download "darkness" demo and use barbarian model and script to start to make your game and study it's code and what is the physics setup. http://www.leadwerks.com/werkspace/files/file/475-darkness-awaits-project-31/
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+10 Already asked long time ago. Would make workflow lot more simple : You would code directly code play("walk") and it will spare you to not have to create a correspondance each time anim.walk = 0 anim.run = 1 etc ... + ability to play or in loop animations sequence to test with a slider to adjust speed. We use LE3 super basic model tool, it does the super minimum requirements, would be time some to make it more friendly.
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LE3 is really slow to load and start in run mode. Why ? Could it be possible to decrease textures size with other format ? Or prezip project resosurce as one file and read files from zip when running the game ?
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The problem is that Blender FBX export have two Axes options, i tried one hour trying all possibitlies, no way to have axis as LE3 convention. So now i just put some invisible BSP box each time with script, and i put the 3D model as child so i can orient it as i want without worrying about the axes. I 'll have to ask to some Blender Guru how they do with Blender.
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I use bullets and ships with physics, they are of collision type "Prop" , player and bullets and ennemies ar all "prop" I would need only some category of "prop" collision to collide with another category and not with others. All ennemies Ships of type "prop" to not collide between them Bullets of ennemies of type "prop" not collide with ennemy ships of type "prop" It is possible in LE3 to have some sort of Layers collision for objects of type "prop" ? LE3 have several type of collision, and the type can go to number 99 Can we give our own number ? TypeCollision = 80 ? And how it would collide or not with TypeCollision = 90 ? How to define it ?
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So what to use to get motion smoothed with frame rate and constant time interval ? Or it is the only solution and this is a bug ?
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Thanks Rick. Yes i understand, it's not 10 people behind ready to implement stuff, even with 10 people things can take lot of time It's just that game adjusting can take long time because time stop/start the game (and loading time doesn't help). It's a suggestion, should not be so incredible to implement, but wel ... suggestions get easy forgotten.
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Interesting shots of a some ingame model from recent PS4 game : Polycount is pretty hight. High res images http://s1320.photobucket.com/user/Chris_Riddell/library/HGH%20Dropship?sort=3&page=1 Original thread from polycount : http://www.polycount.com/forum/showthread.php?t=133672 Such polygon count is current for main in game ships.
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Would be great if it was possible. Lot of times imported models have not the axes as needed.