Jump to content

Roland

Developers
  • Posts

    2,953
  • Joined

  • Last visited

Everything posted by Roland

  1. Roland

    Launch Day

    Congratulations
  2. Roland

    Solo Warrior

    New Game you started on ?
  3. Hey Digital .. you are really really making some awesome work. I'm a big fan of that style.
  4. As usual you are full of good ideas
  5. Roland

    One Little Thing

    Here is the way I do things. I don't mean to lecture or something like that. Just my view of this, Good or Bad when argument is a simple data type that won't be changed by called function - use int arg, float arg etc... when argument is a complex data type that won't be changed by called function - use const TVec3& arg, const std::string& arg etc when argument is a simple data type that will be changed by called function - use int& arg, float& arg when argument is a complex data type that will be changed by called function - use TVec3& arg, std::string& arg Depending of situation and implementation you can use pointers (*) instead of references (&) If a function does not change any internal state (variable) of the class is should be declared const, like void myClass::isEverytingOK( ) const; I strongly recommend to avoid to much typedef's. Use them with care like in typedef std::map<std::string,myObect*> ObjectMap; I strongly recommend to avoid macros and defines. Most time const static's, enums or inline functions can be used instead. This make things typed. And no "typedef int Speed;" or any such silly things. An int is an int Furthermore in my experience (I'm no speed guru by anyway) the devil lies in nested inner loops and loading/saving. But in the projects I have done (99% non game related) the biggest time thief has ALWAYS been the program design. Those are my humble thoughts that I live by. Surely not the truth or even the best thing but so far i found it best for me. Maybe for you also. If not, just ignore this post
  6. Roland

    One Little Thing

    got you on that Carnadian. For long I had both VS and CodelBlocks.. Now its only CodeBlocks 100%. He! I even uninstalled VS as I found my self very comfortable with the simplicity of CodeBlocks
  7. I'm a programmer who loves art and also making music. Even worse .. I have had my own company Damn ... I wont fit into any category. Lets not drive this (in my view a bit insane discussion) into something that splits the community. Just wait until you see what LE3 actually is or isn't and then judge. We all are driven by our own goals. No goal is a bad goal. A goal is a goal for a person. Right. So weather you like programming or making art it doesn't matter as long as you follow your personal goal. My personal goal is to finish the SCOT game and I don't think swapping engine's now and then will get me any closer to that goal. A nice team and some hard work is what its all about. I might be totally wrong, but I have to live with that then I would not even dream of swapping engine just BEFORE the new version is out, that would just be silly. Better wait and see whats in the basket before throwing it away.
  8. Hmm... even if I could get Mac compiling to work on Windows I wouldn't do that. How should the testing be done? You will need a Mac anyway to do that.
  9. Roland

    It's Friday

    Added to my shopping list. Beer and a Whiteboard
  10. okay.. I got it. Thanks a lot Pixel.. I got a great deal of inspiration and ideas from this
  11. So in essential each character in the game would have a list of Actions where the Action implementation (which animation to run) is triggered by a message from ... what? The picked objects or by something else.
  12. Yes indeed. I get what you saying... more efficient just send over the key. Nice idea
  13. I have been thinking a bit about animation. Not on how to do them or implement then. That problem is solved by a couple of animation classes and the result of using iClone. What I'm now ask my self is How to trigger Which animation to run in different situations. I'm then talking about specialized animation and not the norm 'idle', 'walk', 'run' and so on. Lets take an example. Say we have a number of object in the game which can be picked up or kicked on. That means that the player must detected which type object it has come into contact with and then dependent on the type in some if/else or switch statement load and execute the animations suitable for that object. Now what could happen of instead the objects them self would tell the player which animation to run. The pickup object would tell the player to run a pickup animation, the kick-object would tell the player to run a kick animation. In fact those object could have the animations loaded and just send them over to the player to execute either automatically or if the user pressed a certain key or clicks the mouse. This would make all those if-statements redundant and new animations specially designed for handling a certain object can be added, not by adding anything to the player, but just by ensure that the new object just sends the suitable animation over to the player. I have not written any code for this yet as its still an idea. Have you guys any comments or thoughs about this approach. I'm not sure about it my self, sounds interesting but maybe it has some drawbacks hidden. Thank's
  14. Here is a bunch of the most common ones with some source code http://embeddedsw.ne...rence_Home.html I have used some of them at work, but for game development not.
  15. Yes we need to work a bit on the animation speeds and the repeated "touch the hair" thing. Good suggestion on that 'Scarlet'
  16. Yes, She has some trouble with her hair... We will release her from that by adding a couple of randomized variations. Starting to get hang of iClone -> Leadwerks now . Weapons... Yeah that's a problem. Generally I don't like weapons, not i real life and not in games. Our weapons will not be that standard Gun or Rifle things that cause blood.. That's a NO. There will be no blood in this game. Weapons can be no deadly things and will not be something that will be used through out the game. This IS NOT a shooter game. Its a explorer/puzzle game.
  17. Thanks Josh. Solved my Bloom-snow problem
  18. Its a bug in latest NVidia Drivers. Turn bloom off and you will get rid of the snow
  19. Looking forward to a LE3 development SDK for Linux/Ubuntu. How cool wouldn't that bee... I have the same considerations as you have Josh, Windows going wrong direction, Apple already has.... With a LE3 for Linux I would indeed consider to switch over as my main 3D Modeling software 3DCoat already run well on Linux.
  20. What I'm saying is that VS2010 is well proven to work perfectly with LE2. I also know that VS2012 works well with LE2 on Win8 as that's what I personally use In fact I didn't know that a VS 11 even existed, sorry for that Anyway we need some better description of your problem. "the system cannot find the file specified" is way to little information to help you. Any more info?
×
×
  • Create New...