Chiblue Posted January 30, 2010 Share Posted January 30, 2010 Maybe it's me, but I seem to be struggling with media missing from the different tutorials... 1. The Power Tutorial, does not include the bamboo.dds file discusses, this also does not exist in 3DWS as I own a licensed copy... 2. The Character controller tutorial download does not include the concrete_floor01.mat file, giving me a white floor... This is all and I know it's minor but when you are trying to learn this stuff it's a little frustrating when you have to stop working through the tutorial to see if you messed up.. Or maybe there is something else I need to download.. Thanks, sorry to be a pain.. Quote If it's not Tactical realism then you are just playing.. Link to comment Share on other sites More sharing options...
Canardia Posted January 31, 2010 Share Posted January 31, 2010 Power Tutorial falls into my responsibility, and I just uploaded the complete bamboocrate model to the end of the "Making Models" section: http://www.leadwerks.com/wiki/index.php?title=Power_Tutorial#6.29_Making_models Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
cassius Posted January 31, 2010 Share Posted January 31, 2010 The example code on the forum is more up to date than that on the wiki. Examples by macklebee and marleys ghost, for example. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Josh Posted January 31, 2010 Share Posted January 31, 2010 The power tutorial is a community-written tutorial. The character controller lesson has been updated here. Material files are included: http://leadwerks.com/werkspace/index.php?/page/resources?record=15 Please let me know if you have any other problems with the official lessons. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Canardia Posted January 31, 2010 Share Posted January 31, 2010 The new Lua tutorials are a bit different from Power Tutorial. Lua alone can't maximize the optimization, but only the engine can. However, I'm thinking how to use Lua to it's maximum extend without causing negative effects in the game regarding memory consumption and performance. It's also planned to have SQLite integration and networking, and blowfish encryption for SQLite records, A* pathfinding (only C++ is fast enough for that), force feedback joystick support, etc... Which means, you can do a game fully with Lua, but the most optimal situation is achieved when using C++ and Lua in perfect combination. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Chiblue Posted January 31, 2010 Author Share Posted January 31, 2010 Thanks guys I'm impressed with the turnaround... I though I had an excuse to waot till tomorrow...lol Quote If it's not Tactical realism then you are just playing.. Link to comment Share on other sites More sharing options...
Josh Posted January 31, 2010 Share Posted January 31, 2010 Better get cracking! Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Chiblue Posted January 31, 2010 Author Share Posted January 31, 2010 Now I feel really dumb... When I try the char. controller code... just after adding the character controllers.. I get the following screen, different from the one in the tutorial and the controller will not move... This is the code although at this point I copied and pasted the code as I could not see why... #include "engine.h" int main(int argc, char** argv) { Initialize(); //Create a graphics context Graphics(800,600); //Create a world if (!CreateWorld()) { MessageBoxA(0,"Error","Failed to create world.",0); goto exitapp; } //Create a camera TEntity cam=CreateCamera(); CameraClearColor(cam,Vec4(0,0,1,1)); PositionEntity(cam,Vec3(0,2,-10)); //Load a model TModel scene=LoadModel("scene.gmf"); if (scene==0) { MessageBoxA(0,"Error","Failed to load model.",0); goto exitapp; } EntityType(scene,2); Collisions(1,2,true); //Create a light TLight light=CreatePointLight(); PositionEntity(light,Vec3(0,5,0)); //Create a render buffer TBuffer buffer=CreateBuffer(800,600,BUFFER_COLOR|BUFFER_DEPTH|BUFFER_NORMAL); TController player=CreateController(); EntityType(player,1); float move=0.0; float strafe=0.0; DebugPhysics(1); //Main loop while(!KeyHit(KEY_ESCAPE)) { //Player movement move=KeyDown(KEY_W)-KeyDown(KEY_S); strafe=KeyDown(KEY_D)-KeyDown(KEY_A); //Set controller input UpdateController(player,0.0,move,strafe); //Update the world UpdateWorld(); //Render the scene SetBuffer(buffer); RenderWorld(); //Render lighting SetBuffer(BackBuffer()); RenderLights(buffer); //Swap the front and back buffer Flip(); } exitapp: return Terminate(); } Quote If it's not Tactical realism then you are just playing.. Link to comment Share on other sites More sharing options...
Josh Posted January 31, 2010 Share Posted January 31, 2010 Just add this after the controller is created: SetBodyMass(player,1); PositionEntity(player,Vec3(0,1,0)); The PDFs are being phased out and replaced with the resources section. Sorry for the confusion. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Chiblue Posted January 31, 2010 Author Share Posted January 31, 2010 Actually I tired the positioning, but did not know about the bodymass but makes sense, thanks.. Quote If it's not Tactical realism then you are just playing.. Link to comment Share on other sites More sharing options...
Chiblue Posted January 31, 2010 Author Share Posted January 31, 2010 Now that is the coolest thing, I love the momentum created by the movement... very nice... by the way it works now...lol Quote If it's not Tactical realism then you are just playing.. Link to comment Share on other sites More sharing options...
Canardia Posted January 31, 2010 Share Posted January 31, 2010 Yes, and realistic physics kinda writes the game logic for you. All you have to do is to setup meaningful physics objects, and the game is ready. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Chiblue Posted January 31, 2010 Author Share Posted January 31, 2010 Very nice, I sneer mokingly in the general direction of Dark Physics But isn't that the point, you focus on gameplay and graphics not on building work arounds for bugsa in the physics engine... Quote If it's not Tactical realism then you are just playing.. Link to comment Share on other sites More sharing options...
Josh Posted January 31, 2010 Share Posted January 31, 2010 What's wrong with DarkPhysics? I don't know about it in general, but I am curious to hear what you think. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Chiblue Posted January 31, 2010 Author Share Posted January 31, 2010 Basically DP works for the most part, that said, the problems I had were with gravity and raycast, firstly gravity was extreme difficult to get right, you would up it to increase your model falling speed, but then you could not move objects... It was just a difficult thing to get the right feel with, the second issue and what really threw me off it was it's raycast, basically it does not work, it does not recognise collisions always, so you will be casting at a wall meshm some parts you get a collision other times not... if you change the angle the hits change.. So then I tried to use NGC and Sparkys both have raycast but no Physics, so I spent a few weeks trying to get one of them working with DP, it was a pain and would not work together well.. plus TGC never responded to me bug requests which was the last straw.. Quote If it's not Tactical realism then you are just playing.. Link to comment Share on other sites More sharing options...
cassius Posted January 31, 2010 Share Posted January 31, 2010 I notice that player bodymass is set to 1 in the above code.I have mine currently set at 10. Is this something to experiment with or is a value of 1 the most suitable? Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Marleys Ghost Posted January 31, 2010 Share Posted January 31, 2010 Just something you experiment with Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
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