Guest jeffmorris Posted February 4, 2010 Share Posted February 4, 2010 Is it possible for me to create a driving game? How do I use game controllers such as gamepads and racing wheels? Can I use Visual C++ Express to write code? Is 3D World Studio is included with Leadwerks? Quote Link to comment Share on other sites More sharing options...
Mumbles Posted February 4, 2010 Share Posted February 4, 2010 Is it possible for me to create a driving game? Yes How do I use game controllers such as gamepads and racing wheels? There was a thread about using a 360 controller in the old forum. Joystick support isn't provided natively. You need 3rd party libraries for that. (http://www.leadwerks.com/forum/viewtopic.php?f=32&t=2771) using other input devices would probably follow a similar idea... Can I use Visual C++ Express to write code? Absolutely Is 3D World Studio is included with Leadwerks? I can't see a download link for it. But Cartography shop is a similar package, and that's totally free... 1 Quote LE Version: 2.50 (Eventually) Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted February 4, 2010 Share Posted February 4, 2010 Jeff Morris... what "engine" are you coming from... the name sounds familiar... --Mike Quote Link to comment Share on other sites More sharing options...
Josh Posted February 4, 2010 Share Posted February 4, 2010 There's an example in the evaluation kit of a driving script. Run the "Script\Games\Driver.lua" script in the editor. 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...
Guest jeffmorris Posted February 4, 2010 Share Posted February 4, 2010 I tried the driving script. Is it possible to have a driver's view? I tried to run flythrough script but I got a message saying that I need two cameras. I tried out other engines such as Dark BASIC 3D, 3D RAD, and 3D Game Studio. Quote Link to comment Share on other sites More sharing options...
Josh Posted February 4, 2010 Share Posted February 4, 2010 The camera orientation is controlled by code. There is no restriction on how you orient it. 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...
Guest jeffmorris Posted February 5, 2010 Share Posted February 5, 2010 I edited the camera position like this: fw.main.camera:Move(Vec3(0,0.75,0)) How do I have the camera turn with the vehicle's body when I steer the vehicle? If I stop the script and run it again, the vehicle falls through the ground. How do I fix the problem? Quote Link to comment Share on other sites More sharing options...
VicToMeyeZR Posted February 5, 2010 Share Posted February 5, 2010 you need to make sure your camera in the editor is above the terrain. Quote AMD Phenom II x6 1100T - 16GB RAM - ATI 5870 HD - OCZ Vertex 2 60GB SSD Link to comment Share on other sites More sharing options...
Chiblue Posted February 5, 2010 Share Posted February 5, 2010 I tried out other engines such as Dark BASIC 3D, 3D RAD, and 3D Game Studio. Not sure if you already purchased DBPro, but I will be happy to give my input on that... I got DBPro and worked with it for about 2 months, it is a great idea and I got it becuase I thought that the language would be faster than using C++. The other entisement is all the addons so after 2 months and probably $100+ of purchases for addons I had about 10,000 lines of a game developed, after struggling through several frustrating bugs or inconsistencies in the IDE. Only to then spend days and weeks working around these and bugs within the addons like Dark Physics Ray cast, spent a week on that one... I understand that there are bugs in everything... the frustration was that apart from a couple of users in the forums, TGC would not respond to any of my bug fix requests, even to the point of refusing to acknowledge or deny the specifc bug.. I then get leadwerks, and to be honest I am extremely happy with the product, it's extremely flexible and the forums are full of people willing to help, even to the point were the creators of the various solutions are active participants in the forums... The big difference is that leadwerks does take a little more effort and thought to get a finished product but the journey as I am finding is fun, interesting and in many cases challengining but unlike DBPro I never feel like my challenges are beyond my reach... So for what it is worth, if you like to code and do not mind working at your project (if you do then give up now) but Leadwerks engine is a great product and the community is extremely willing to help with everything you need.. Just my impressions after looking for an engine, and using DBPro under fire as it were... Quote If it's not Tactical realism then you are just playing.. Link to comment Share on other sites More sharing options...
Josh Posted February 5, 2010 Share Posted February 5, 2010 How do I have the camera turn with the vehicle's body when I steer the vehicle? Off the top of my head it would be something like this: p=TFormPoint(Vec3(0,10,-10),car,nil) camera:SetPosition( Vec3( Curve(p.x,camera.position.x,10), Curve(p.y,camera.position.y,10), Curve(p.z,camera.position.z,10) ) ) camera:Point(car,3,1,0) 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...
Guest jeffmorris Posted February 6, 2010 Share Posted February 6, 2010 Josh, I think that your code isn't working properly. I'm looking at the floor of the vehicle and the camera doesn't turn with the vehicle's body. Maybe I put your code in wrong place in my code. Where should your code be in the driver.lua code? How do I reset the vehicle in the scene before running the code? Quote Link to comment Share on other sites More sharing options...
Josh Posted February 6, 2010 Share Posted February 6, 2010 Here's a version of driver.lua that makes the camera stay behind the vehicle and follow its rotation: require("Scripts/constants/keycodes") require("Scripts/linkedlist") require("Scripts/filesystem") require("scripts/math/math") require("scripts/constants/engine_const") FlushKeys() HideMouse() local camera = fw.main.camera chassis=LoadModel("abstract::vehicle_viperscout.gmf") carobject=objecttable[chassis] car=carobject.vehicle if car==nil then Notify("Vehicle object not found.",1) chassis:Free() return end chassis:SetPosition(TFormPoint(Vec3(0,-1,10),fw.main.camera,nil)) chassis:SetRotationf(0,camera.rotation.y+180.0,0) --Variables local dx=0.0 local dy=0.0 local camerapitch=camera.rotation.x local camerayaw=camera.rotation.y local move=0.0 local strafe=0.0 local steering = 0.0 local torque = 0.0 local steerlimit = 30.0 local steerrate = 2.0 local steerangle=0.0 MoveMouse(Round(GraphicsWidth()/2),Round(GraphicsHeight()/2)) while KeyHit(KEY_ESCAPE)==0 do --Camera look --[[ gx=Round(GraphicsWidth()/2) gy=Round(GraphicsHeight()/2) dx=Curve((MouseX()-gx)/4.0,dx,3.0/AppSpeed()) dy=Curve((MouseY()-gy)/4.0,dy,3.0/AppSpeed()) MoveMouse(gx,gy) camerapitch=camerapitch+dy camerayaw=camerayaw-dx camerapitch=math.min(camerapitch,90) camerapitch=math.max(camerapitch,-90) fw.main.camera:SetRotationf(camerapitch,camerayaw,0,1) ]]-- local tirespeed=-(KeyDown(KEY_UP)-KeyDown(KEY_DOWN))*2.0 car:AddTireTorque(tirespeed,0) car:AddTireTorque(tirespeed,1) car:AddTireTorque(tirespeed,2) car:AddTireTorque(tirespeed,3) steermode=0 if KeyDown(KEY_RIGHT)==1 then steermode=steermode-1 end if KeyDown(KEY_LEFT)==1 then steermode=steermode+1 end if steermode==1 then steerangle=steerangle+4.0*AppSpeed() elseif steermode==-1 then steerangle=steerangle-4.0*AppSpeed() else if steerangle>0 then steerangle=steerangle-4.0*AppSpeed() if steerangle<0.0 then steerangle=0.0 end else steerangle=steerangle+4.0*AppSpeed() if steerangle>0.0 then steerangle=0.0 end end end steerangle=Clamp(steerangle,-25,25) car:SetSteerAngle(steerangle,0) car:SetSteerAngle(steerangle,1) fw:Update() local campos=TFormPoint(Vec3(0,1,0),chassis,nil) fw.main.camera:SetPosition(campos) fw.main.camera:Move(Vec3(0,0,-10)) local t=TFormVector(Vec3(0,0,1),camera,chassis) a=-math.deg(math.atan2(t.x,t.z))+180.0 fw.main.camera:SetRotation(Vec3(15,CurveAngle(180+chassis.rotation.y,fw.main.camera.rotation.y,10),0)) carobject.turret:SetRotationf(0,CurveAngle(a,carobject.turret.rotation.y,10.0/AppSpeed()),0) chassis:Hide() local pick = LinePick(campos,camera.position,0.5,COLLISION_PROP) chassis:Show() if pick~=nil then camera:SetPosition(pick.position) end fw:Render() Flip(0) end chassis:Free() chassis=nil camera=nil ShowMouse() 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...
Guest jeffmorris Posted February 7, 2010 Share Posted February 7, 2010 Josh, Thanks for new driver.lua code. Is it possible for a player to get into and out of a vehicle much like Grand Thief Auto and Crysis? Quote Link to comment Share on other sites More sharing options...
macklebee Posted February 7, 2010 Share Posted February 7, 2010 Is it possible for a player to get into and out of a vehicle much like Grand Thief Auto and Crysis? sure... you will just need to program for it along with doing the animation for the model... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
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