Canardia Posted January 25, 2013 Share Posted January 25, 2013 I wanted to collect known facts about LE3, basically what Josh has said publicly. Correct me if I am wrong or reply with more facts I didn't know yet. LE3: Availability will be released in 2013-02 boxed version shipping to all LE3 owners in 2013-03 >> LE2 owners get it earlier via digital download >> LE2 owners get it cheaper [*]Programming can compile for Windows XP, 7 and 8, Android, iPhone, iPad, OSX Linux version coming probably this year also, since Steam goes Linux too apps compile directly to all platforms from the project manager >> scalable architecture, which allows with OpenGL 1.x driver the engine to run on any toaster [*]is written fully in Visual Studio 2010 C++ can be probably recompiled with Visual Studio 2012 C++ or even mingw64 with some additional effort, making a 64-bit version possible [*]uses LuaJIT 2.0 [*]has project templates [*]BlitzMax module is included, because Editor is written in BlitzMax using the engine.dll [*]is multithreading capable [*]can be programmed with C++ and Lua on all platforms >> [*]has pathfinding [*]has an advanced Lua IDE with realtime debugger >> [*]Physics uses Newton 3.0 Betacan probably use Bullet 2.8 also when someone writes a driver for it? [*]has scalable physics bodies [*]all models have physics [*]Editor supports .png texture format, because Editor converts it into native .tex texture format supports .gmf model format, because Editor converts it into native .mdl model format replaces the 3D World Studio product line, and can be seen as "3DWS6" has multistep undo/redo has CSG, which could be perhaps used to replace 2.5D terrains? supports prefabs from all models in editor, not just CSG brushes >> can scale models, so it doesn't matter in which size your original model is has flowgraphs for scripting, which can be shared across users fully automatic pipeline [*]Documentation and Support has online and printed documentation, which is available also as pdf file >> has a fully ready game called "Darkness Awaits" included with full source code is being developed actively, on daily basis 24/7 online support via registered member forums networking, terrain and ocean to be added at a later date has dynamic shadows only in OpenGL 4.x (and OpenGL ES 3.0?) version what else? 1 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...
ESP Posted January 25, 2013 Share Posted January 25, 2013 The big question is when? Quote Programmer , Intel Quad core, NVIDIA GeForce GT 220, Windows 7 Pro, Galaxy Tab 2 ( 7" and 10"), LE2,LE3,3DWS Link to comment Share on other sites More sharing options...
Canardia Posted January 25, 2013 Author Share Posted January 25, 2013 The big question is when? Josh said today: "not months", so it could mean in less than 2 months, which would fall in the 2013-02 month. 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...
Rastar Posted January 25, 2013 Share Posted January 25, 2013 Josh said the boxed version will be shipped in March and that LE2 customers will get access to it via download earlier than that - could be in February or early March (consistent with what you listed). Quote Link to comment Share on other sites More sharing options...
gamecreator Posted January 25, 2013 Share Posted January 25, 2013 Networking, terrain and ocean to be added at a later date. I'm not sure if pathfinding will be part of initial release either. Quote Link to comment Share on other sites More sharing options...
Josh Posted January 25, 2013 Share Posted January 25, 2013 We're focusing on the art pipeline and gameplay. Pathfinding is definitely part of that. 1 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 Red Ocktober Posted January 25, 2013 Share Posted January 25, 2013 i find myself singing Carly Simon's hit, Anticipation, while reading this thread... --Mike Quote Link to comment Share on other sites More sharing options...
Raul Posted January 26, 2013 Share Posted January 26, 2013 "BlitzMax module is included, because Editor is written in BlitzMax using the engine.dll" I have only one question: We will be able to use its full features with BlitzMax? Also, are there ant bmax users here anymore? Quote i5 2.7Ghz, GTS 450, 8GB Ram, Win7 x64; Win8 x64 rvlgames.com - my games RVL Games Facebook Page, YouTube Channel Blitzmax Link to comment Share on other sites More sharing options...
ESP Posted January 26, 2013 Share Posted January 26, 2013 Blitzmax here Quote Programmer , Intel Quad core, NVIDIA GeForce GT 220, Windows 7 Pro, Galaxy Tab 2 ( 7" and 10"), LE2,LE3,3DWS Link to comment Share on other sites More sharing options...
gordonramp Posted January 27, 2013 Share Posted January 27, 2013 I'm wondering if the Editor can export maps. ie. can it be used like 3DWS to export to .fbx and the like? Also if owners of LE2 are to get a cost reduction, will owners of 3DWS also? Quote AMD Athlon x2 7750 2.7ghz, 6gb ddr2 ram, Galaxy9800GT 1gig ddr2 video card, Windows 7,64. Link to comment Share on other sites More sharing options...
cassius Posted January 27, 2013 Share Posted January 27, 2013 Will le3 example code include a first person or 3rd person example writen in c++ or bmax.I know these two languages and don't want to learn lua? 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 29, 2013 Share Posted January 29, 2013 I'm sticking to Lua for most game examples becaiuse C++ code gets too complicated to demonstrate simple gameplay mechanics easily. However, maybe for the character controller docs we can show nice some camera controls in C++ and Lua. 1 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...
fumanshoo Posted January 29, 2013 Share Posted January 29, 2013 Yay! I was really hoping that would happen because I get stuck so often without Lua examples Quote Link to comment Share on other sites More sharing options...
cassius Posted January 29, 2013 Share Posted January 29, 2013 Does lua have an equivilant of c structs or classes or bmax types? 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 29, 2013 Share Posted January 29, 2013 Tables: mytable = {} mytable.health=100 mytable.mode=3 It's dynamically typed so it's very flexible and quick to work with. The debugger in Leadwerks 3 makes Lua a real viable option now. 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 Red Ocktober Posted January 29, 2013 Share Posted January 29, 2013 what about providing logic examples instead of code examples.... i mean, seeing as we have a situation where we have coders from multiple disciplines and with varying preferences, wouldn't logic examples make more sense (and also be sufficient for most coder monkeys to follow )... when you get down to the nitty gritty, the coding language you use is really irrelevant... it's the logic that you implement that determines whether the thing is gonna work or not... if he/she uses the logic statements as comments, the hacker with even the least bit a familiarity with c, c++, lua, BlitzMax, etc will be successful... logic examples!!! the way to go... --Mike Quote Link to comment Share on other sites More sharing options...
ChrisMAN Posted January 29, 2013 Share Posted January 29, 2013 Tables: mytable = {} mytable.health=100 mytable.mode=3 It's dynamically typed so it's very flexible and quick to work with. The debugger in Leadwerks 3 makes Lua a real viable option now. I prefer prototypical inheritance and duck typing over classical inheritance generally which lua is quite strong with. Both lua and javascript are direct decedents of Self descends from Smalltalk. When I first started on leadwerks I hated the aesthetic of lua. I even use multiple return values now *facepalm. Yea how the might hath fallen. It still grossly lacks a standard library. 1 Quote Link to comment Share on other sites More sharing options...
karmacomposer Posted January 29, 2013 Share Posted January 29, 2013 Bmax coder here. I would use Bmax for this - so same question: Can we use Bmax to code all features of LE3? Mike Quote MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 980 GTX with 16gb vram / SSD drives MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1060 GTX with 8gb vram / SSD drives Alienware Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1070 Ti with 16gb vram / SSD drives My Patreon page: https://www.patreon.com/michaelfelkercomposer My music for sale: https://www.tgcstore.net/category/513?format=all&perpage=30&textures=undefined&price=all&order=default&artists[]=87213 Custom synths and sounds - http://www.supersynths.com Link to comment Share on other sites More sharing options...
Canardia Posted January 29, 2013 Author Share Posted January 29, 2013 Considering that Editor is written in BlitzMax, BlitzMax must have all engine features exposed. I just hope Editor doesn't have too much additional features, which the engine doesn't, like programmatic CSG functions. 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 January 29, 2013 Share Posted January 29, 2013 I even use multiple return values now *facepalm. Yea how the might hath fallen.lol Leadwerks 3 Lua is pretty nice: function App:Start() self.window = Window:Create() self.context = Context:Create(self.window) return true end function App:Continue() if self.window:Closed() or self.window:KeyDown(Key.Escape) then return false end self.context:SetColor(0,0,0) self.context:Clear() self.context:SetColor(0,1,0) self.context:DrawRect(0,0,100,100) self.context:Sync() return true end 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...
Josh Posted January 29, 2013 Share Posted January 29, 2013 Regarding BMX, the editor uses a procedural BMX file that declares all the functions in the DLL. It's not that pretty because everything is named like "SetEntityPosition()" and it doesn't match the documentation for C++. What I would really like to see it do is work like this: SuperStrict Import Leadwerks.Leadwerks Type TApp Field window:TWindow Field context:TContext Method Start:Int() window = TWindow.Create(); context = TContext.Create(window); Return True; EndMethod Method Loop:Int() If window.Closed() Or window.KeyDown(Key.Escape) Return False context.SetColor(0,0,0) context.Clear() context.SetColor(0,1,0) context.DrawRect(0,0,100,100) context.Sync() Return True EndMethod EndType The way to do this would be BMX classes that wrap the procedural API, pretty much the opposite of what we did in LE2. Is this something we should bother with, when BlitzMax has been displaced by the far less capable language "Monkey"? If you go on their forums, you see even the "inner circle" talking badly about BlitzMax and trying to convince people to move to Monkey. 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...
cassius Posted January 30, 2013 Share Posted January 30, 2013 What does self mean? EDIT: I mean in lua. 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 30, 2013 Share Posted January 30, 2013 It's like this-> in CPP. It means it's a member of the function's object, in this case the App table. 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...
ChrisMAN Posted January 30, 2013 Share Posted January 30, 2013 self is the implicit first argument of a function when that function is declared using the : function App:Continue() == function App.Continue(self) It is syntax sugar + convention Quote Link to comment Share on other sites More sharing options...
Josh Posted January 30, 2013 Share Posted January 30, 2013 I take that back, about the OO BMX wrapper. It's a dumb idea and wouldn't work. The best is a procedural API that stays consistent. 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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