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ZioRed

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Everything posted by ZioRed

  1. You are speaking about Simcity However I like your ideas (the possibility to enhance the editor with plugins would be great if the editor could expose a class with all its features).
  2. Can I simply use the "Update SDK" link if already installed a previous 2.32r*?
  3. May be also useful a combination of keys, e.g.: holding down X, Y or Z and pressing UP/DOWN (or RIGHT/LEFT) arrows could gradually scale it in that dimension. For the gizmo, I think that could be nice if positioned at top-right of the scene (like it is on 3DSMAX if I remember well).
  4. Just to defuse and cool down the souls, I cannot imagine how a whatever code may be improved without changing it internally And for the "I expect my code works 100% on any major update" thing, I really never expect that a code for a previous version of any library has the 100% behaviour when used on a newer one but only "hope" it. And however surely don't complain if some behaviour changes due to performance/quality enhancement or bugs (these are generally fixed when found and reported) or drop nothing for a poor thing like that, simply if I don't want to update the code I go to use the older version. For the object:Render replacement I have to say that using a deprecated method which internally calls the new Draw should be surely the best way for at least 2.32
  5. ZioRed

    Onclick event

    I am working on this for my own GUI manager and other stuff, what I'm doing is initializing a key/value pair array (key=specific mesh ID, value=click callback), then calling CameraPick and finally calling the callback matching the picked entity mesh ID on the array. I don't know what should be the correct C++ code for this, since I work on C#.
  6. I agree and I must admit that Gamelib contains some very helpful functions, I think to use it for my C++ games and write a C# wrapper or porting for my current project. Well, I think that it should be a must for safe programming in any language.
  7. I don't know how the engine stores the object list, but if it uses a correspondent of C# Hashtable to store the list then recovering an item from it through its key (in that case the object's name would be the key of the item) is the quicker way. However I think that if you should cycle through every object to find the one you need then every other way should have almost the same CPU consuming.
  8. I think there is no need to write VB.NET headers, it should be enough compiling the C# wrapper and add reference to the resulting DLL in any .NET language.
  9. I would get the entity by its name, this works: scene = LoadScene("abstract::tunnels.sbx") while AppTerminate()==0 do if KeyHit(KEY_ESCAPE)==1 then break end if KeyHit(KEY_SPACE)==1 then m_entity = scene:FindChild("node_1") if m_entity ~= nil then camera:SetPosition(m_entity:GetPosition(1)) end end UpdateAppTime() world:Update(AppSpeed()) SetBuffer(gbuffer) world:Render() SetBuffer(BackBuffer()) world:RenderLights(gbuffer) DrawText(UPS(),0,0) Flip(0) end
  10. A thread safe loading of resources would be really a nice headshot for MMOs, e.g. I love the scene loading of AVA where you see the loading progress of you and the others.
  11. Since I am working on a MMORPG I'm thinking to try loading the models at player's range (which is not the view range but higher) and mantain an hashtable to let me copy if already loaded.
  12. What is the common way of working with the models loading, preload all game models once at game loading and then just CopyEntity them or loading them when they are in the player's range?
  13. Well I have solved now re-creating the DDS from TGA using MakeDDS (save mipmaps, DXTC5), before they were converted using GIMP2. The MAT I used is the same as MG said.
  14. I don't have the shader mesh_diffuse_sway.vert, the only is mesh_diffuse_bumpmap_sway.vert... I tried to use mesh_diffuse_alphatest.frag instead of mesh_diffuse_bumpmap_specular_alphatest.frag but the result is the same.
  15. This is the thread for C++ code
  16. That works nice for the trunk, but on the branches there are only some flying leaves.
  17. ZioRed

    C# SVN

    What is wrong with a public SVN? Since an official complete wrapper is not part of the engine, then I think the best way to enhance it is as public repository and hope that most people post issues/solutions instead of just download it and change theirselves without supporting the project. For license question we don't release engine libraries, so if you don't have them then the source of a wrapper is unuseful (as told by someone else, I still think that even if you find the engine from torrent/rapidshare I'm quite sure you will buy it if you like to work... and yes a version of the engine 2.30 is available on some upload sites, I don't remember the link now, I will forward it to Josh if I'll find).
  18. Is there someone who bought the Fantasy Tree pack on Dexsoft Multimedia? I'm converting the models to GMF but I don't know what should be the MAT content for both textures and shaders. Additional textures are supplied for normal, height and spec maps. What I'm using (not working): texture0="abstract::Leaf_DF.dds" texture1="abstract::Leaf_N.dds" texture2="abstract::Leaf_S.dds" texture3="abstract::Leaf_H.dds" shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap_specular.frag" The result was this:
  19. I'd work with XML file to store rather than force the user to install any database engine (MS SQL Server, MySQL or SQLite), since it works good with serialization/deserialization. If you go on the way of network communication I suggest the library Lidgren Network for fast UDP implementation, but the best for usability would be the all in one program of course.
  20. I can do it manually as you told: a wrapper class and use that for font loading/setting/getting, I can easily do it directly in the C# wrapper source but a proper engine method could be useful to all languages.
  21. No success with any debug information (Debug.Entities, Debug.Physics, Framework.StatisticMode), unfortunately the control seems to lack of many useful things (see the other post, I reported also a problem with physics in a scene).
  22. The reason it fails seems to be the LUA object initialization in the method Framework.Initialize: if I pass FALSE to not enable LUA then the scene and the model are shown when calling Framework.Update + Framework.Render, but when I pass TRUE to enable LUA then the screen appears black and no scene/models are drawn. Another thing I don't succeeded to do have working physics: loading a scene and a body from a mesh (I used the Crawler model from the tutorials) it doesn't fall to the terrain even if it has Mass=1 and GravityMode=1 and World.Gravity=new Vector3(0,-20,0)
  23. This would be interesting if the standard Editor doesn't like. For the embedded control I tried to load a simple scene and some meshes and it seems to work when Framework is not used. The reason it fails seems to be the LUA object initialization in the method Framework.Initialize (if I pass FALSE to not enable LUA then the scene and the model are shown when calling Framework.Update + Framework.Render).
  24. I see no methods which returns a pointer to the current font set, so it is a bit boring to build a GUI with different fonts. What I would like to do for any control on the GUI is to store the current font, change to the one used for the control and then restore the previous.
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