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Viewing 15 posts - 46 through 60 (of 125 total)
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  • in reply to: Sci fi prototype #562
    Sponk
    Keymaster

    I hope you will get well soon.

    in reply to: Future development #561
    Sponk
    Keymaster

    Please consider using MingW for compilation since that’s currently the only compiler I can support.
    I don’t have regular access to VS or the MS compiler so I can not promise that it will work at all time.

    I will still look into this issues though. I hope to get a Windows installation today.

    in reply to: Future development #557
    Sponk
    Keymaster

    Yes, there is a problem with that. Isaw the compile log you posted on GitHub and it looks like the compiler does not like RakNet and the new C++ namespace structure.

    I do not have access to Windows right now but I will get an install disk for use in a VM next weekend. I will see what broke exactly.

    Thank you for reporting!

    in reply to: Future development #554
    Sponk
    Keymaster

    The problem with script conversion is that the language -> C++ compiler would be very complex to do.
    It could be done if there was an existing solution for that. I don’t know if that exists.

    in reply to: Future development #552
    Sponk
    Keymaster

    Yes, on the long view there should be at least one other language. Lua is nice and simple but there are people out there who prefer python or JS or whatever. The scripting API should not depend on one specific language but be an abstraction layer to ensure consistent behavior on all platforms with all languages. It allows us to reuse the code written for Lua in other languages.

    I fixed a load of possible bugs and crashes btw. so that is another improvement 😀

    Thanks, I already saw the sources. It’s quite interesting to see how they organize their GUI.
    Maybe there are some ideas to borrow :p

    PS: I fixed all major issues yesterday. Maybe I will be able to release a new daily build this weekend. There are still some minor issues but nothing that I couldn’t fix 😀

    in reply to: Future development #550
    Sponk
    Keymaster

    Sorry that I was not able to upload new code for some time now.
    I am working on refactoring NeoCommon to allow for other scripting languages besides Lua. That takes time and currently does not run correctly. I did not upload any new code to git because of that.

    I have about 10 commits still on my hd containing all major changes done. I think it will be ready for upload by some time next week.

    in reply to: Questions #546
    Sponk
    Keymaster

    Simply create a new animation in Blender for every weapon (including your hand) and switch between those meshes.
    You need a custom animation for every different weapon anyway so this would be a viable solution.

    • This reply was modified 9 years, 6 months ago by Sponk.
    in reply to: Issues #544
    Sponk
    Keymaster

    It looks like you are trying to use mingw to compile Neo.
    Be sure to use the mingw version from here: http://sourceforge.net/projects/mingw-w64/?source=directory

    The default one is quite old and not supported.
    You could also try to use the MS compiler, that should work in any case.

    I hope this helps

    in reply to: Questions #540
    Sponk
    Keymaster

    That sucks big time. You should do some backups in future before upgrading. It’s not necessary most of the time but sometimes it can be quite handy.

    in reply to: Questions #537
    Sponk
    Keymaster

    The bounding-box != your mesh!

    The box is bigger than your mesh in certain areas to include all max and min points.
    The convex hull calculates a more sophisticated shape around your object to fit it better.
    You might want to use another box as a parent and scale the box to best fit your mesh manually since the convex hull is generally slower.

    in reply to: Questions #535
    Sponk
    Keymaster

    I tried it and noticed that many textures are missing. You should bundle them in your maps directory so they are available when you distribute or publish your game. But that’s only a side note.

    There are no problems with the physics for me? The player moves as he (presumably) should, all boxes fall down and collide nicely.

    You need to set the animation speed in your Lua script using “setAnimationSpeed(object, speed)”. Try some values and stick with the ones you are comfortable with. You alternatively could change the frame rate in Blender to be slower.

    in reply to: Future development #523
    Sponk
    Keymaster

    The editor has an update loop running and renders the 3D view every frame, looks for changed files etc. if the window is active. It however should slow down if the window is minimized or in the background.

    I for myself notice only a usage of one to four percent if active so I think it should not be a problem.

    The scale of a mesh currently only applies if you do not use the mesh collision shape. For that you need to scale your object to be 1:1 the size you want it to be in Blender. All other shapes should work though.

    in reply to: Future development #520
    Sponk
    Keymaster

    Scaling does not effect performance at all. Everything is saved in a 4×4 matrix which is used to transform every vertex. That makes every instance of a mesh to an instance since the vertex data is the same and only the matrix has different values.

    In your logic every object with a different rotation and position would need to be different instances since all this data is saved in the matrix as well.

    Currently every object on the screen has at least one draw call, multiple if you use multiple materials.

    Btw: Instancing allows you to give a list of matrices as uniforms to the objects. So no problems there 😀

    I see your problems with animations. There is a need for better UI integration. For now you should set all animations in your Lua script. I hope to introduce some sort of time line for those things. Still needs some thought though.

    I hope for some third party contributions since maintaining the engine and the editor are very time consuming. The UI system will be completed (to the extend I planned) by next week I think. After that I will look into smaller issues and feature requests.

    in reply to: Future development #518
    Sponk
    Keymaster

    If you select multiple objects you can drag them directly through the scene using your mouse. This makes it difficult if not impossible to guess if you want to deselect them or if you just want to move them. Any suggestions?

    Global settings for shading would be easily done (given that you have some sort of setting to change?). The bigger problem is controlling particle systems. They are organized as a behavior and are not integrated into the engine itself. I guess we could make some sort of global “settings center” where behaviors and native plugins can put some sort of key value pair for easy config, similar to the Windows registry. That would also allow simple saving of game data like window resolution and other settings you might want to save.

    Btw: I’m currently working on the new in-game GUI system so that will take up most of my development time for now. I’ll write a blog post with some screenshots later 😉

    in reply to: Sci fi prototype #515
    Sponk
    Keymaster

    Wow, that screenshot looks quite nice!
    I’m looking forward to playing a first public version 😀

Viewing 15 posts - 46 through 60 (of 125 total)