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gamecreator

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Everything posted by gamecreator

  1. I believe it's only wav and ogg. We never got mp3 in.
  2. On that page it's just those three choices and "Auto-select" is probably the closest. Maybe there are similar choices elsewhere but it doesn't seem like it.
  3. Got a chance to test it and it didn't work for me. When I went into the NVIDIA Control Panel, Manage 3D settings, Global Settings and chose Auto-select (the default, I believe) or Integrated graphics, it used my Intel(R) HD Graphics 4600. I had to choose High-performance NVIDIA process manually to force the Leadwerks program to use my GTX 780M. Also interesting to note that with the Intel processor, the program starts up immediately. With the GTX it takes about a second to initialize (or whatever it does) to show the screen. I was using the DrawText example to test.
  4. A speed test against both Leadwerks 4 and the top engine competitors would be very welcome (I'm aware that you didn't say you'd do all of that).
  5. Below is a simple example if you want to write your own system. void characterclass::animate() { double lastanimframe = animframe; animframe += timesincelastframe * animationspeedvariable; // While animation frame is over the total length of the animation, reduce it // so we always stay between 0 and the animation length - 1 while(animframe > (double)model->GetAnimationLength(animstate)-1) animframe -= (double)model->GetAnimationLength(animstate)-1; // You can see if animation hit a specific frame to check for a sword hit on an enemy or whatever action you'd like // The below line checks if we're animating an attack and we hit or passed frame 10 if(animsate=="attack" && animframe >=10 && lastanimframe<10) { // Do action here } // When animation ends... if(animframe > (double)model->GetAnimationLength(animstate)-1) { // You can change your animation state to whatever you'd like // For example, if a sword finished swinging, you can switch back to an idle animation } model->SetAnimationFrame(animframe, 0.7, animstate, true); }
  6. You need to load the models in as separate copies first. Check out this thread: https://www.leadwerks.com/community/topic/12249-model-copy/
  7. There's also a chance you don't have OpenAL installed. Try the installer here: https://www.openal.org/downloads/ But I'd try Rick's suggestions first.
  8. You can turn off all shaders, set quality of everything to lowest, turn off shadows, etc. There are a lot of things you can do to make your game run faster, at least while you're developing it.
  9. Good start. It looks like the run is just a faster walk animation. I suggest doing a separate run animation. It will make a big difference.
  10. We've diverged from the original post anyway but I guess I was addressing the wider topic of cheating in multiplayer games (whether through packets, input, lag switches, whatever).
  11. Even in that type of game there are input cheats (just like for shooters) where a bot/cheat engine could automatically, optimally place things for you literally as soon as you have the mana/whatever available. Cheating for a game that's popular enough is unavoidable. It's just effort versus effort: how much time do you want to spend to deter and fight it? As a dev, your goal is to grow a community but if there are enough known cheaters it will make legitimate players leave.
  12. Of course but if the client decides important things like this then the game is susceptible to cheating/hacking. That's the idea behind making the host authoritative. Now, the other thought is that if your host is also a player, what prevents them from cheating? This is when you can get hardcore and rent or buy your own server but I'm not there yet.
  13. Oh, good to know! I should test this at some point...
  14. I have a CyberpowerPC Fangbook Evo HX7-350 laptop with a GeForce GTX 780m and also integrated graphics and have had minimal problems. I can't speak to the battery life since I'm always plugged in but I can run the editor and my programs fine. Remember that you can change your preferred video card if you go into the Nvidia Control Panel and Manage 3D Settings.
  15. 0 should work fine. Anything larger slows the function down because it needs to check an area instead of a point.
  16. i watched this great GDC talk about how they did networking with Halo. They got really clever with a lot of their packets (customized a lot of them given the situation). For example, see what they tried with Armor Lock at 35:41 and why it failed and how they fixed it.
  17. That's awesome and I love the features and I agree that this is the ideal solution for a lot of situations. But all I'm saying is that once you start testing games with multiple players and a bunch of enemies (as I have), merely sending packets back and forth is not enough. You need to account for lag spikes, different frame rates, etc. and need to optimize packets for the smoothest experience. I was surprised at how quickly I needed to do this despite having a decent internet connection.
  18. Thanks but their launch is in 2020. There are other alternatives like Amazon's GameLift and PlayerIO. But mostly I was concerned about how Leadwerks would handle the extra load with character controllers, or if there's a better way to do it, and this for a player host.
  19. Josh, can you please move this into the bug forum? I did further testing and it seems that there's something weird with the map itself for issue #1. I've attached the map and below is the simple code I used to traverse it. #include "Leadwerks.h" using namespace Leadwerks; int main(int argc, const char *argv[]) { Window* window = Leadwerks::Window::Create(); Context* context = Context::Create(window); World* world = World::Create(); Camera* camera = Camera::Create(); camera->Move(0, 19, 0); Map::Load("Maps/map2.map"); while(true) { if(window->Closed() || window->KeyDown(Key::Escape)) break; if(window->KeyDown(Key::Right)) camera->Move(0.1*Time::GetSpeed(), 0, 0, true); if(window->KeyDown(Key::Left)) camera->Move(-0.1*Time::GetSpeed(), 0, 0, true); if(window->KeyDown(Key::Up)) camera->Move(0, 0, 0.1*Time::GetSpeed(), true); if(window->KeyDown(Key::Down)) camera->Move(0, 0, -0.1*Time::GetSpeed(), true); Time::Update(); world->Update(); world->Render(); context->Sync(); } } I tried creating a new map with a heightmap, vegetation, water, skybox, etc but I couldn't recreate the problem there. map2.map
  20. I believe Josh adds some things for his personal use as he develops the engine but makes it available to us as well on the condition that it's not optimized and may break stuff. At least, that's my understanding.
  21. The App stuff came about back when Leadwerks supported mobile. I always delete them for new projects. The start code does various things. I think part of it is interfacing with Lua. Another is accessing the packaged data/zip file from code (the one created either by publishing a project). A few other things somewhat documented with comments that go over my head. I watched only part of your video but it may also be worth mentioning (if you didn't already) that there are some undocumented functions not in the Learn section. One I use often is world->FindEntity(string) to find entities in a map by name. Use these at your own peril though as they may be unsupported. Edit: window->GetActive() is also undocumented but tells you if your window is focused or not. You can check this if you want to pause the game if the player alt-tabs or stop centering the mouse (used for character controller rotation).
  22. Glad I could help. Out of curiosity, what type of game is it?
  23. Yes, the character controller is fixed dimensions. We've had discussions in the past trying to improve the navigation system but it sounds like it's a lot of work. Still, I hope Josh considers expanding its possibilities for Turbo.
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