Furbolg Posted May 8, 2013 Share Posted May 8, 2013 Hi Aggror, good c++ classes tutorial, thanks for mentioning me Am i famous now ? I just get some suggestions: - when you speak from a class: it's definitely method not function - you can use "using namespace leadwerks;" within cpp files (it's bad style to use it in a header because everyone that includes your header also get this "using namespace xxx;" to work with... within cpp files it doesnt matter) - std::string::c_str() is from the Standard Template Library (STL) not c++ (im a bit of smart *** ) and stands for const string Im a also doing something like this: class foo() { // C'Tor / D'Tor public: foo(); ~foo(); // Methods public: void method(); }; Quote Link to comment Share on other sites More sharing options...
AggrorJorn Posted May 8, 2013 Author Share Posted May 8, 2013 (edited) @Furbolg: Thanks for the feedback. I will definitely call them methods from now on. Lua script added for: Animation: http://www.leadwerks...o-animation-r14 First Person Camera: http://www.leadwerks...rson-camera-r15 Third Person Camera: http://www.leadwerks.com/werkspace/page/tutorials/_/making-a-third-person-camera-r16 Edited May 8, 2013 by Aggror Quote Link to comment Share on other sites More sharing options...
3Dski7059 Posted May 21, 2013 Share Posted May 21, 2013 YouGroove, hope you got it straight : ) You really don't have to create anything, rather open up the solution file for VC++ in your Leadwerks project directory. Quote Link to comment Share on other sites More sharing options...
YouGroove Posted May 21, 2013 Share Posted May 21, 2013 @3Dski : lol I see C++ pasionnated people, what i'm not dealing with little non significant stuff like it could be done like that or like that, all that will only confuse me C++ in LE3 would just need some complete gameFramework and system like we have with Lua. Actually, could it be the player, other characters, they are created in MainApp class, they are not instanced in some World Entities Manager Class from the map file where they are placed. For me Lua advantages : - No compiler, all in one tools (just edit Lua files) - Have all Lua files on the ressources panel - Ready to use game framework - Attach script on entities - References between entities and their script - Enought powerfull for PC or Mobile small to Medium or Zone based games. - You can share script , and import script into your project and use directly (just attach it to some entity) - Fast prototyping for non coders working in a team with programmers Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Rick Posted May 21, 2013 Share Posted May 21, 2013 You are right about the benefits of Lua YouGroove. If someone is more comfortable with C++ then that's great and they can use that. If the game you are making pushes the envolope of the CPU then C++ will be a better option. Quote Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted May 22, 2013 Share Posted May 22, 2013 if you can code in one, you can code in the other... i find the place where people have the most difficulty is in the application of good logic... most jump right into coding before they think through the logic behind what they're about to implement... anyways, i just wanna pay a BIG TRIBUTE TO AGGROR, for his tireless work and contribution to the community... even though i haven't licensed 3 yet, i'm following his tuts with great interest... and anticipation ok... so have i embarrassed the guy enough --Mike 1 Quote Link to comment Share on other sites More sharing options...
josk Posted May 22, 2013 Share Posted May 22, 2013 Yeah only watched a few of the tutorials but good work, I do plan on watching them all. Keep the Lua ones coming please. Quote Elite Cobra Squad Link to comment Share on other sites More sharing options...
AggrorJorn Posted May 22, 2013 Author Share Posted May 22, 2013 thanks guys. I really appreciate the comments. Another Lua tutorial is planned as well. Tutorial page: http://www.leadwerks.com/werkspace/page/tutorials/_/saving-and-loading-data-r42 Tutorial #13: Saving and Loading. Quote Link to comment Share on other sites More sharing options...
karmacomposer Posted May 23, 2013 Share Posted May 23, 2013 Thank you for these. I will watch them with complete interest. I'd rather code in Lua. 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...
Furbolg Posted May 23, 2013 Share Posted May 23, 2013 Wow ... really good tutorial aggror You are right about XML its a good format because you can change your level format in a minor way without messing up your loading routine. The problem with XML is its size, i would prefer a binary level format in the final result/game (with stream::writeint etc) because its faster to load. // edit: If you want to see a real bloated XML file, have a look at an animated complex Model in COLLADA Format... its the worst i've ever seen... Quote Link to comment Share on other sites More sharing options...
AggrorJorn Posted May 25, 2013 Author Share Posted May 25, 2013 A little preview on the upcoming tutorial for pathfinding. It is going to be awesome. http://www.youtube.com/watch?v=ryJN5e-IHWA 3 Quote Link to comment Share on other sites More sharing options...
Dean Posted May 27, 2013 Share Posted May 27, 2013 I don't know if this is the place to ask questions about an existing tutorial, but I'm seeing something odd with Tutorial 5 even when I replaced my code with the source posted with the video. When using the keys to control camera direction while in the physics mode, once set in motion, the camera continues to drift in that direction without stopping. How can this be handled? Quote Link to comment Share on other sites More sharing options...
AggrorJorn Posted May 29, 2013 Author Share Posted May 29, 2013 This is probably caused by a framerate that is higher than the physics update. The solution to this is by placing physics movement in a physics hook. As a temporary solution you can also set Vsync to true/false to limit framerate. Quote Link to comment Share on other sites More sharing options...
LEFans Posted May 29, 2013 Share Posted May 29, 2013 Nice. Thank you very much. Quote AMD3600+/2GB DDR3 SDRAM / GeForce 8600 GTS I3 530/2GB DDR3/GF GT240 DDR5 Link to comment Share on other sites More sharing options...
AggrorJorn Posted May 30, 2013 Author Share Posted May 30, 2013 Leadwerks 3 tutorial #14: pathfinding (40 minutes) Tutorial page: http://www.leadwerks.com/werkspace/page/tutorials/_/pathfinding-r43 4 Quote Link to comment Share on other sites More sharing options...
AggrorJorn Posted May 30, 2013 Author Share Posted May 30, 2013 Both the "Saving and Loading" and the "Pathfinding" tutorial now have a tutorial page. So if you want to download the files that are used in the tutorial or you want to have direct access to the source code, follow the links below: Saving and Loading Pathfinding Quote Link to comment Share on other sites More sharing options...
josk Posted May 30, 2013 Share Posted May 30, 2013 No time today but will take a good look at this over the weekend, thanks. Quote Elite Cobra Squad Link to comment Share on other sites More sharing options...
cassius Posted June 6, 2013 Share Posted June 6, 2013 I am using aggrors third person tutorial code as the basis for my project. Question is should I parent my character to the playermesh (cylinder) then hide the cylinder or is it best to replace the cylinder with my character ? 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...
beo6 Posted June 6, 2013 Share Posted June 6, 2013 I would say since the Cylinder is just a placeholder you should replace it with your own model. The character controller physic shape is already a cylinder anyway. Quote Link to comment Share on other sites More sharing options...
cassius Posted June 7, 2013 Share Posted June 7, 2013 Yeah you are right beo6. I think that was aggrors intention. 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...
AggrorJorn Posted June 7, 2013 Author Share Posted June 7, 2013 @cassius. Yes that was intentional. Like Beo6 said, when you set an object to physics mode 'CharacterController', it automatically gets a cylinder shape. The cylinder mesh I added was purely for visualisation. 1 Quote Link to comment Share on other sites More sharing options...
AggrorJorn Posted June 16, 2013 Author Share Posted June 16, 2013 One more week and my finals are over. Then I will have plenty of time for some more tutorials. 2 Quote Link to comment Share on other sites More sharing options...
sophia247 Posted June 17, 2013 Share Posted June 17, 2013 well done!!!thanks a lot!!!! Quote Link to comment Share on other sites More sharing options...
YouGroove Posted June 17, 2013 Share Posted June 17, 2013 I'm particulary interested in the game tutorial. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
AggrorJorn Posted June 18, 2013 Author Share Posted June 18, 2013 Tutorial #15: The flowgraph editor. 40 minutes. 2 Quote Link to comment Share on other sites More sharing options...
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