Doug Richardson

DougRichardson

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Indie Gamedev
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Recent Forum Posts

Vim autocomplete dictionary file for Vex 2020年3月11日2:24

Chats
I'm now using neovim for my vex editing.. however as far as I can tell the generate-omnifunc-dictionary.py file generates a special kind of completion dictionary, that sounds like it's specific for something called omnifunc? Have I go that right? Sorry I'm still fairly new to (neo)vim.

Anyway I use coc-nvim and ale for auto completion and snippets, and I was wondering if you knew if that dictionary file was compatible with coc?

I'm not familiar with neovim, but coc looks like a Language Server Protocol based project, which is a different code completion mechanism than omnifunc. Omnifunc is specific to vim (though may also be available in neovim), you can read more about it here [vimhelp.org]. The gist is you do a Control+X Control-O and then get code completion options.

Language Server Protocol, on the other hand, allows someone to write an editor independent code completer, which can then be used by any LSP client (like neovim or Visual Studio Code). In the long run, LSP is probably a better solution to code completion than omnifunc since it allows the code completion work to be done one time, instead of one time for each editor. Ideally, SideFX would provide an LSP implementation for VEX.

Chats
Also, the snippets file in vexsnippets/UltiSnips seems to be working well, but seems to be fairly incomplete, only having snippets for some functions.. do you know if there's a way to generate a complete snippets file for all the vex functions in the cvex context?

Snippets are generally for commonly used code (like for loops). In my experience, I have not seen a UtiliSnips that provides a snip for each function… that is what code completion is for.

Existing Operator Console Warnings with SideFX Labs 2019年12月4日19:52

No, I did not experience this when updating from 17.5 to 18.0. I only have SideFX Labs installed on 18.0, while I had GameDevToolset installed on 17.5, and I get no opalias warnings like you are.

If I were you I'd double check my environment variables with the hconfig tool you can run from the Side Effects Command Line Tools application.



My guess is that HOUDINI_USER_PREF_DIR is somehow the same between your 17.5 and 18.0 installs.

HDA Terrain Scatter in UE4 2019年8月11日23:03

MrBrad
The Bake to Foliage sounds very promising. This could be a nice way to generate variations of a Houdini procedural asset within UE4.
!

MrBrad, I did a video on the mechanics of using Houdini to create UE4 foliage.