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Viewing 15 posts - 31 through 45 (of 130 total)
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  • in reply to: Future development #581
    Akira_San
    Participant

    Happy new year!
    Thx, for the explanation. You are doing some big engine work.

    in reply to: Future development #578
    Akira_San
    Participant

    I see, that the latest dev logs have multithreading, you gonna thread the raster too?

    in reply to: Future development #575
    Akira_San
    Participant

    How far are you going to go with the 2D? You going to add box2d or 2d particles? See the images -> http://ethanonengine.com/media/ By using color, normal and spec some nice look can be achieved. Ive worked ona an old 2d prerendered game, it was called TK-RemiX. You could use its graphics, that are free and plenty. πŸ™‚ Only you gonna have to combine them together to make a single file. TK-RemiX data file Some images from it:






    Here for some characters animated. ->
    http://s92.photobucket.com/user/AKIRA_SAN2/library/?sort=3&page=5
    Lol i thunk i just made some commercial!

    What do you mean, β€œnothing pops up”?

    When you click on the menu, i dont see any windows to show up.

    You just need to run CMake and tell it to use MinGW. You could also use the QtCreator to do that.

    I use the cmake gui and made a code::blocks, in the qtcreator what argument should i add to make it use the mingw. By default its using vs10, thats it when open the cmake.txt file to build. Hope thats clear.

    in reply to: Future development #567
    Akira_San
    Participant

    Downloaded it! When you say “2D rendering features” you mean for 2D games? But still when pressing the menu with the profiler, nothing pops up?
    How do you compile with MingW, cos i keep getting the raknet error?

    in reply to: Sci fi prototype #564
    Akira_San
    Participant

    Thanks, ill be around browsing the forums.

    in reply to: Future development #563
    Akira_San
    Participant

    Ok, will try it.

    in reply to: Sci fi prototype #560
    Akira_San
    Participant

    The project will be a on-hold due to health problems.

    in reply to: Future development #558
    Akira_San
    Participant

    Ok, and i was installing and unninstalling different versions of the visual studio. πŸ™‚

    in reply to: Future development #556
    Akira_San
    Participant

    Right, so it was just my thoughts. The Luajit do the trick. πŸ™‚
    Can NeoEditor 0.4 be compiled with Ms VS 2013, cos i get an error?

    in reply to: Future development #553
    Akira_San
    Participant

    Great! I was for javascript, but its probably slow and so i was thinking, that after the script is done, the engine should auto convert it into a c++.

    in reply to: Future development #551
    Akira_San
    Participant

    No worries, you need to take some time off, from all the hard work you are doing. πŸ™‚ Are you planning of adding a second scripting lang? Btw, Unity released its new ui source code -> http://unity3d.com/unity/whats-new

    in reply to: Questions #548
    Akira_San
    Participant

    Thx, i was not planning to animate the weapon, it was just going to be parented to the hand since the perspective is isometric. I guess in the future having a support for bones in the editor will do the trick faster.

    in reply to: Questions #545
    Akira_San
    Participant

    How to parent a weapon to the hand? Looks like thats not possible, since the player gonna have to switch between them.

    in reply to: Questions #542
    Akira_San
    Participant

    Yeah, will keep that in mind.

    in reply to: Future development #541
    Akira_San
    Participant

    Daily development builds(Neo-0.4.0-win32.zip), when start it the cpu is 25%. Its possible a memory leak. Also the Handles are now cool πŸ™‚ but they flash(click 2 times on a mesh, they appear and disappear). The profiler dont show up when clicked on it. Info OS Win7 64bit.

Viewing 15 posts - 31 through 45 (of 130 total)