Sepnon Posted January 31, 2016 Share Posted January 31, 2016 Hi, i just got Leadwerks + Professional DLC on Steam and i intend to use it with visual studio to create games in C++ directly. I create new blank project on the project manager popup, then search and open the solution file on VS2015 (had to install 2013 version too to be able to compile it with v120 build tools). What i get is not a blank project at all: looks like it loads some lua Interpreter stuff (which is not documented on the API reference), and some other things. First of all, what's the purpouse of having lua scripts? i mean, if i deploy a game with a lua script, couldn't anyone just edit it and run the game completely hacked? Anyways, i don't think i'll be using lua scripts.. Is there a way to make it not to use lua? I'm able to delete all the code that handles lua, but i'm not able for example to remove lua51.lib from linker dependencies because something in "Leadwerks.h" requires it. Still didn't try to delete lua51.dll from the project folder, but I don't think the executable will run without it because of the dependency, right? By the way, then when looking at the project folder, there are tons of things i didn't want to be added. Lots of scripts, shaders, materials, models.. Can these files and folders be deleted safely? (I appreciate the folders "skeleton", though) Quote Link to comment Share on other sites More sharing options...
cassius Posted February 1, 2016 Share Posted February 1, 2016 No reason why you should not write your own version of app.cpp or use one of the examples in api to get started with. EDIT: or just add your own code to existing app.cpp. 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...
reepblue Posted February 2, 2016 Share Posted February 2, 2016 Something I don't like about the template structure is that there is no skeleton template (That has nothing but the cpps/h/projects, the dlls, and shaders. I mean, you can hand make projects, but you'll be pressing "No" alot when it asks to update your project. the template tree should be skeleton -> common -> (Template). If you package your game, no one will be able to edit the lua files, as they'll be encrypted. But I'm gonna say this now, it's a lot easier to code your game objects in lua than C++. I only really recommend doing your application handling (window, context, map loading, etc) in C++. But that's just how I use the engine, everyone uses it differently it seems. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
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