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Little Script Adventure An open-source 3D engine with assets and tools for all future LBA fan-games.

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  #1301  
Old 2010-09-13, 18:38
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Jasiek Jasiek is offline
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Uploaded into trunk/objects.
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  #1302  
Old 2010-09-13, 20:37
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Where can i download working version
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  #1303  
Old 2010-09-13, 20:42
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http://lsa-svn.svn.sourceforge.net/v...runk/?view=tar
(200MB)
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  #1304  
Old 2010-09-13, 21:16
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That penguin looks funy to me
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  #1305  
Old 2010-09-13, 21:21
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where can isee full controls list ,looks awesome tho , worth a vid :P
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  #1306  
Old 2010-09-13, 21:23
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use F1 F2 F3 keys, space bar, shift, arrows
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  #1307  
Old 2010-09-13, 22:07
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no camera control?
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  #1308  
Old 2010-09-13, 22:14
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nope, but light control 8246 of numpad
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  #1309  
Old 2010-09-15, 23:48
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Uploaded a rough WIP of the map outside the Tavern.
I'll be gone till monday or so - so I guess if you need it badly you could make a grid for it? It still lacks the sea and the rocks, and some texture work and objects though...
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  #1310  
Old 2010-09-16, 11:56
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I saw it, nice work ! I'll add the grid to this map
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  #1311  
Old 2010-09-16, 16:11
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If you could move the other maps somewhere aside and not delete them it'd be cool - I'm still using bits of them.
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  #1312  
Old 2010-09-16, 16:23
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I don't understand I don't want to delete any maps !
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  #1313  
Old 2010-09-16, 16:33
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I guess Jasiek was talking about shared map textures.
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  #1314  
Old 2010-09-16, 16:44
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No, I have three maps in the same file, the exported original one, the new one, and the one near the pharmacy I take stuff from.

That's what I meant .
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  #1315  
Old 2010-09-16, 16:48
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then I prefer you finish the map, then I'll create the grid and remove other 2 maps
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  #1316  
Old 2010-09-16, 16:54
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Oh, in that case I can do the grid, it's only a few minutes.
I'll be back on sunday/monday.
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  #1317  
Old 2010-09-16, 19:46
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Quote:
Originally Posted by david38 View Post
A little more polygons and you'll get a fantastic model !

Exactly
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  #1318  
Old 2010-09-17, 18:42
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Polygons"!
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  #1319  
Old 2010-09-19, 20:54
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Phew. Sorry I was absent for a while but I'm seriously back.

As I said, I'm trying out lots of new things (process manager, event manager) in my old branch and see it fits really well together. The only thing is that the screen is black, I hope I will fix that.

I'm currently in the process of tweaking things, so Ill tell you more later.
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  #1320  
Old 2010-09-19, 21:45
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If you think programming is like sex, you probably haven't done much of either.
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  #1321  
Old 2010-09-19, 22:08
Brafil Brafil is offline
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I know it's stupid, but I sometimes have my phases where I simply can't program. The best thing for me to do is just do other things until it passes by. At this time I'm refreshed and can look at the project from a new perspective. This really helps, it makes bad things apparent and it greatly builds up motivation to check the code line for line, spotting a great amount of errors.

As I said, I was moving at the same time, so this made things a little difficult.

Right now I'm working on my own branch, seeing as you're comfortable with your old one. I want to try out things and dump them in the bin later. I'm just now trying to reimplement the changes you've made (after fixing all bugs). Sadly I get more source files every day and things get a little complicated. Running through valgrind to find even the smallest memory leak/mistake.
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  #1322  
Old 2010-09-19, 22:19
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Hey, just kidding !
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  #1323  
Old 2010-09-19, 22:39
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-.-

BTW, just found out that the render and animation routines run 58 and 40 percent of the time. The overhead I expected for the other fancy stuff is nothing compared to that.

Maybe make the animation routine render directly into a vertex buffer?

EDIT: Yep, it's possible
EDIT 2: Hard as heck to debug. I'm stunned that I haven't had any memory errors till now, tho.

Last edited by Brafil; 2010-09-19 at 23:39.
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  #1324  
Old 2010-09-20, 09:48
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Quote:
Originally Posted by Brafil View Post
just found out that the render and animation routines run 58 and 40 percent of the time.
Is it good or is it bad ? My GPU fans are spinning like hell while running the demo in full screen.

Quote:
Originally Posted by Brafil View Post
Maybe make the animation routine render directly into a vertex buffer?
I implemented HW skinning, check the vertex shader (skin_vertex.glsl I think)


Quote:
Originally Posted by Brafil View Post
I'm stunned that I haven't had any memory errors till now, tho.
LSA has no more memory / freeze issues
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  #1325  
Old 2010-09-20, 10:12
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Hmm... We should have a skin shader AND a software shader, just in case it doesn't work for somebody. And the 50/48 issue is bad, a total of 98% of time spent in rendering o.O (I will add more actors later, only the hero for now). And I meant new issues about the process and event managers, no crashes =)
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