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martyj

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Everything posted by martyj

  1. @Josh. Check your inbox for a .zip that has this error.
  2. Child entities of animated models no longer animate with the model. See video here: The item is added similar to the code below: Entity* rightHand = entity->FindChild("RightHand"); Model* item = Model::Load("Axe.mdl"); item->SetParent(rightHand); item->SetPosition(Vec3(...), false); item->SetRotation(vec3(...), false); Also I have a major framerate drop of at least 1/6th my framerate. Which is concerning that even with a 980 TI I can only get 50 FPS. Where as before I would always have 60 FPS.
  3. If I had to guess, it's related to this bug report. http://www.leadwerks.com/werkspace/topic/14952-contextgetwidth-contextgetheight-no-longer-return-valid-info/#entry101257
  4. In the latest Leadwerks beta branch the Context::GetWidth and Context::GetHeight no longer return values that are expected. I get 0 as the width for my context and something like 190k as the height. The code: HWND desktop = GetDesktopWindow(); RECT size; GetWindowRect(desktop, &size); this->windowWidth = WFConfig::GetConfig()->GetIntValue("screen_width", size.right * 0.95); this->windowHeight = WFConfig::GetConfig()->GetIntValue("screen_height", size.bottom * 0.95); // TODO: Check default size this->windowMode = Window::Titlebar; this->window = Leadwerks::Window::Create("World Factions - Pre Alpha", 0, 0, this->windowWidth, this->windowHeight); this->context = Context::Create(window); int width = context->GetWidth(); int height = context->GetHeight(); I also noticed that when you call Context::GetWindow() after creating it, it returns NULL. this->context = Context::Create(window); Window* contextWindow = this->context->GetWindow(); if (this->window != contextWindow) { System::Print("**** hit the fan"); }
  5. Thanks for the feedback guys. I'll try re-deploying tonight.
  6. So I deployed my game last night on the work shop and it appears to not have everything that it should have. The EXE isn't even in the deploy folder. My UI is based upon an HTML file, which is also not included in the deploy. So how can I deploy my C++ game with HTML UI via the workshop? Thanks, Marty
  7. Why would it be pulling start.map? The map name is hard coded in the C++. std::string mapname = PlayerData::GetPlayerData()->GetStrValue("map_name"); if (mapname.length() == 0) { mapname = "Maps/grid1.map"; } Does the "Publish" feature work for C++?
  8. So I have just published a slim down version of my game here: *Link Coming Soon* Right now it is just woodcutting + the first quest. I was wondering if I could get some feedback in a few areas. 1. The playability - How well does this game run on your hardware? What hardware do you have? 2. The usablilty - Is it clear how to play the game? How user intuitive is it? 3. The questing system - If you can make it through the first quest, let me know. I'd be highly curious to see if it is clear enough. I would greatly appreciate some feedback on this. In a week or two I hope to have another update ready (Depending on performance of this version). Thanks, Marty. Edit: ------------------ Link removed until I can deploy for C++ later today
  9. I use the cloning of instances to have different skins for different NPCs. Using the Entity::Instance function go copy the Entity use to have unique surfaces. Now, it's the same reference in all copied objects. The code. Model* dwarf = Model::Load("Models\\Characters\\Dwarf\\Drawf_full.mdl"); Model* clone = (Model*)dwarf->Copy(true, false); With a debugger you can look at dwarf->surfaces and each individual object in the vector matches for the dwarf and the clone instance. Using Entity::Copy makes it so the entities don't appear.
  10. Use surfaces vector. player.model->surfaces[0]->GetMaterial() ?
  11. Not to hijack a thread here, but it's in regards to the same topic. @Josh. In regards to my games rendering. Here is this image. The FPS you see is on a 980 TI. The scene gets about 20-30 FPS on a 280X.
  12. I believe this is because Leadwerks only supports bone-based animations. There are no bones in your model. The animations are just transformations on child entities.
  13. @Josh I have at most 500k polygons in my scene at 80% 1080p resolution and I pull 20-30 FPS with an AMD Radeon 280x while running in release mode. All my building models are static shadows. Textures sizes are around 1024x1024. Shadow Mode = Light::Dynamic TerrainQuality = 2 Tesselation Quality = 2 MSAA = 4 Light Quality = 2 Obviously if I drop the terrain quality, MSAA value, tessellation quality, and light quality it should render better. But is my frame rate appropriate with my settings? I can run BF4 on Ultra pulling more FPS than I can my own game.
  14. I've found that the GetAnimationLength doesn't return the proper length, so I've just hard coded my lengths inside my own animation class.
  15. So my game is getting close to being ready for a demo. Currently I have an AMD Radeon 280X. It's getting a little dated at the moment. Can handle BF4 at decent FPS at 1080p, but my game at the moment runs pretty terrible with it. Especially with recording. I will be buying a new card soon, at least to speed up development. But my question is, what graphics cards should we be targeting for the main stream user as low end? I personally think integrated graphics are out of the question as far as specs goes. What modern graphics card do you think should be targeted for a modern 3D game? AMD just released a hell of a card for $200 the 480.
  16. Why not check for key hit instead of KeyDown? Are you making a chat box?
  17. You could change how Leadwerks loads c++ code. Instead of building an application, leadwerks projects just build into a DLL. Using something like http://man7.org/linux/man-pages/man3/dlopen.3.html Pull pre-defined methods out (Declared in the map file) using void *dlsym(void *handle, const char *name); Your class could be declared as "Rocket", the program would look for "Rocket_Init" static function which returns an Action object of instance Rocket To re-iterate another point. I agree with Rick in that you should keep backwards compatibility with Hooks. I'm probably at least 1,000 hours into my game as far as development is concerned. I'd hate to spend time re-writing a lot of my code instead of working on new functionality. I like the new Action class idea. I just would want backwards compatibility so I can upgrade over time.
  18. You should use Graphics Magick. Same calls, better performance. http://www.graphicsmagick.org/
  19. You don't want to use JSON in your network code. Idealy people should use something like c structs and write the data out to the network stream as you have zero serialization costs.
  20. How does real nature do waves on an island? Waves on the ocean are just a mathematical wave function. Good news is that you don't need to behave like nature. Just appear to behave like nature. Have all waves maybe converge towards the players position?
  21. The same principle applies to waves at the shore. Can't believe I'm going to show this, but if you watch this video here: You can see the water at the shore has a moving in and out motion. You would just need to program your waves to be in parallel with the shore at any given instance.
  22. There is no "Text" function. There is "Context::DrawText" http://www.leadwerks.com/werkspace/page/api-reference/_/context/contextdrawtext-r731http://www.leadwerks.com/werkspace/page/api-reference/_/context/contextdrawtext-r731
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