Andrew Katrich Posted April 21, 2010 Share Posted April 21, 2010 Hello studied here and the engine is not by chance, a great procedure for the establishment of the sky. So far, no atmosphere, but you can supplement it. And so we look: void CreateSky(str skyname) { TMesh skybox; skybox=CreateCube(); FlipMesh(skybox); PaintEntity(skybox,LoadMaterial(skyname)); //Note: You must specify the size as much as possible. Depending on the size of your card. ScaleEntity(skybox,Vec3(1000,1000,1000)); } Note: If you use a function where blendalpha to complete it should be disabled. Example: SetBlend(BLEND_ALPHA); DrawText('TestText',4,4); SetBlend(0); Quote Link to comment Share on other sites More sharing options...
Canardia Posted April 21, 2010 Share Posted April 21, 2010 LoadScene loads the skybox from the Editor map directly. So using LoadScene, 50% of the game code is ready, then just add some game logic. Gamelib adds another 25%. 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...
VeTaL Posted April 21, 2010 Share Posted April 21, 2010 And what about the last 25% ? Quote Working on LeaFAQ Link to comment Share on other sites More sharing options...
Canardia Posted April 21, 2010 Share Posted April 21, 2010 There won't be 25% left, since the game logic takes also some decent amount, although you can do a lot of the game logic with physics. 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...
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