Clackdor Posted August 16, 2011 Share Posted August 16, 2011 So, I'm reading a lot of neat stuff about Leadwerks3D . However, I'm just getting started on my project with 2.0. I'm planning on hitting Beta stage by the end of 2012 (because its a casual project, not a large project), however with Leadwerks3D release imminent, I'm wondering how best to utilize my time until that release date. Will scenes and models be transferable? I assume yes, in which case I can spend some time compiling art assets to plug into L3D. Will C++ code be transferable? I don't really have a lot right now, just a guy running around a world, but I would hate to have lots of lines of code that is rendered useless because I want to use L3D. What kind of obstacles should I expect? Quote Link to comment Share on other sites More sharing options...
Canardia Posted August 16, 2011 Share Posted August 16, 2011 Nobody knows yet how compatble C++ and Lua code will be from 2 to 3, but most of the game is about creating 3D models anyway, so you can start with that. Scenes should be quite similar too, and even if not, then it should be quite easy to write a converter from sbx 2 to sbx 3 format. 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...
Josh Posted August 16, 2011 Share Posted August 16, 2011 Models will be effortless. It will just be done for you. Code will be mostly the same, but don't expect your code to compile without some changes. 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...
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