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Everything posted by AggrorJorn
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Have a look at http://www.leadwerks.com/werkspace/files/file/456-flowgui/ to see how you can make GUI's.
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make that Le 2.2
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For me the only interest I would have for a source license, is when I wanted to make more use of the editor. All the advanced tech stuff I am happily leaving to Josh. I think the flowgraph and the scene tree are missing some huge functions that I really like to see. What I'd be most interested in, is whether we could develop plugins that we can then share with the community.
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10 years is really long. Don't get me wrong, if it is in your reach, then go for it. Lets say you are 10 years further and your project no longer works on windows 10, do you think you are going to have the skill to maintain an engine and its editor? Let alone, is this engine still worth it after 10 years? By then I imagine that Leadwerks 4/5 must have come out with so much more up to date rendering. I don't want to discourage in anyway but it seems like a very unrealizable and technically unattractive goal.
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From a modding point of view it would be interesting since you would be able to make your own plugins. From a commercial point of view I don't see the advantage. I think $1000,- is nowhere near the price of a source license. I think the minimum would at least be around $25.000,-.
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Wouldn't this also be possible with multiple camera's? It seems like an adventage to use the camera object in your scene for this. Not only do you have a proper debug view for the camera rotation and alignment, you can also set specific shaders or post effects on that camera.
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This is how rendering a single window works, so technically nothing is changing apart from that you are rending multiple buffers to a texture.
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From the first post: The level entirely consists of cubes and generate itself randomly.
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Leadwerks 3 FAQ - Frequently Asked Questions
AggrorJorn replied to AggrorJorn's topic in General Discussion
It is technically possible to do peer to peer networking (either using enet, raknet), but there is no official support for it yet. The page will be updated with additional information once 3.1 has been released for the normal edition. -
Getting started with the Leadwerks Workshop
AggrorJorn replied to Admin's topic in General Discussion
Josh, can I remove the temp items that you requested? -
I don'tknow how it works for Lua, but in C++ you can simply access the libraries that are there. For instance, in the newton engine I can access the gravity modifiers.
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It is a lot easier if you have a multimillion dollar business with more than 160 people behind it. Josh has to do most of the work by himself. I think is pretty amazing how far he has gotten on his own. How about partial opensource? For instance purely the rendering and leaving the editor closed? Or the other way around. Would love to be able to create my own logic for the editor itself.
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Questions about Leadwerks From Unity 3D and compating them
AggrorJorn replied to MilitaryG's topic in General Discussion
1. There is no build in networking. If you want to use peer to peer networking you have to implement it yourself or use a third party. 2. 1 script per object. However you can attach pivots to objects which can have a script attached to them. 3. The license you purchase is not a year license. You but the license, you are forever allowed to use the software. 4. You can implement it yourself or use an existing script from the tutorial project. Alternatively you can use this script. 5. You can do both if you want. If you create a new object from code, you can access it via reference. However you can also give it a name tag and iterate through the world to find it. -
I would start of by having a global TimeScale variable which by default has a value of 1.0 Normally you would calculate a speed like this: player.x += playerSpeed * Time::GetCurrent() With the timescalar it would look like this: player.x += playerSpeed * Time::GetCurrent() * TIMESCALE This works fine for updating logic, but not for physics. I don't know if you can have access to the update time of the newton physics engine but there are other ways to similutate it.
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Inverted Cylinder and navmesh questions...
AggrorJorn replied to TemplarAsh's topic in General Discussion
For tunnels you can use tube's. http://www.leadwerks.com/werkspace/page/documentation/_/user-guide/objects-panel-r680 -
does not exist yet but will deffinetly be added. Leadwerks 2 already had vegetation painting which already worked really wel, but Josh mentioned that he is going to make a better solution based on his experience he had so far.
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Sometimes it can be useful to have the original position but in most cases it isn't it. An extra parameter for the Load command would suffice: Load("path", bool useOriginPosition)
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Do LEADWERKS support C++ programming and scripting language?
AggrorJorn replied to shazia786's topic in General Discussion
The normal edition costs 200. Not everyone wants/needs to have C++. So for indies there is the Lua only edition which is 100. So it is not that C++ doubles the prices, it means that if you ony want Lua, you pay half of the original price. And C++ is not available as scripting lanuage btw. Only Lua is for scripting. -
If you both have the same version of a map and both start adding new items to it, those items might get the same ID's upon merging. one way to prevent it would be to prefix the ID's with a hashed username.
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If any, we should make a seperate thread for it.
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The prefab idea in combination with a master level designer would be the most pratical in this situation. I agree with Shadmar that an open format would be useful for developers. While the binary format is useful when publishing the game.
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I often work on my laptop and computer. Since I switch between these two workstations, I need to make sure the data is up to date. I use Mercurial mostly because it seems to be smarter on auto-solving merging conflicts. Assets, scripts, CPP files aren't the problem. I haven't had any trouble with prefabs, but then again, I barely use them. The .map file is the real issue. I always make sure that I have the latest map file updated to the repo when I am on a different workstation. If not, I have to make the choice to either lose the work I have done on a map, or wait till I have pushed the map changes to the repository from the other workstation.
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What do you mean with 'provide the possibility'? You can already do this. Just instal Git extensions (for example) and make your repository. You can use a free account on sites like Bitbucket.org or github.com to manage your project. Why would Josh invest time in tools that have been around for years which also work perfectly on their own? I use Git, Mercurial and SVN all the time when working with Leadwerks. Whether I have added a texture, changed the map, tweaked a script or compiled a new exe.
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game crashes with no stated reason upon map switch
AggrorJorn replied to imjustacowlol's topic in Programming
I don't see the Delete function in your attached script. You mean this function right:? function Script:Delete() self.source:Release() end -
I can only admire if people want to have a go for a community project. Previous projects may not have been the most sucessful, but they did contribute to finding and resolving problems that you would normally not come across. What I learned from the community project from LE2: Many people are interested at first but this interest slowly fades. Not everyone agrees on decisions that are made: game play genre, gameplay mechanics. Sure brainstorming is good but in the end: someone has to make a decision. No matter the skill or the amount of contribution a person can make: if that person has too much work to do in his personal life and starts failing to deliver, the project starts to break. These person either need to step up themselves and say that they wont be able to deliver or a leader has to be really strict and give the task to someone else. (that is not something very easy to do btw, as this often results in conflicts, arguing and a lot of frustration. Not to mention the work that has been made, often gets lost). The motivation to keep the team going is crucial for the project to even reaching a playable state. We started with 30 and ended with 5 people. Too many people makes it uncontrollable to handle. Preventing lack of documentation, task planning and keeping that planning up to date is really important. Keeping track of your files: The assets, the code and the scene often got mixed up, were broken or simply were removed. Defining a clear project management system is essential. GIT, Mercurial or Subversion are tools that I would reccomend, but try and keep everything together. We used Subversion with Assembla servers, which worked fine for the code, but was awfull for the assets. Since the assets folder quickly exceeded the 10 GB we needed something else. In hindsight, a private server would have been the best solution, but you do need to have the money and time to maintain this. Anyhow, you can always try and see what comes out. Maybe it works and maybe it doesn't, in the end all that matters is either if you learned something from it or whether you had fun doing what you wanted to do.