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Posts posted by Josh
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There's a lot of things I want to do this year. My first concern is to expand the team so I'm not the bottleneck on everything, but that will take a few months.
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We totally hijacked this topic:
http://www.leadwerks.com/werkspace/topic/8946-leadwerks-opengame-project/
But the idea is a good one. I have wanted to make an open source multiplayer game for a long time. Basically the whole thing would be a framework for crazy mods; chicken-firing weapons, giant cats that shoot fireballs out of their eyes. You know, the fun stuff.
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It's likely caused by some case-sensitivity stuff I had to do for Linux.
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That would be nice timing, for the company and the users.
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Occlusion culling works on an octree level, and goes down to individual lights, since they are relatively expensive to render and not instanced. It's quite efficient, and turned on by default. You should not enable it for each entity, because that will actually be slower.
In that section of the map I get about ten lights rendered. If you select the lights in the editor you can see there are a lot of light volumes there. In this map we used a lot of wide-angle spotlights which was probably not the best choice for optimization. You'd actually get better results using point lights, even though they require 6 renders each update:
(Occasionally, the occlusion culling will "fail" and for one frame more geometry will be drawn. This isn't actually a mistake, it's just that the results from the last render are considered too old, and it's re-testing the octree hierarchy to make sure nothing became visible.)
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Lightmapping is not modern. It is terrible. It will never come back.
And now that the engine is faster, we can all be happy.
Moving this topic to requests, because it is a request, indirectly. And a good one.
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If you want to hack it, just set DirectionalLight->shadowstagerange[3] to a value higher than 80.
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That's normal for cascaded shadow maps. They can only cover so much distance. If you turn the light quality settings up, the shadows will use more stages. You can do this with the World:SetLightQuality() command (give it 0, 1, or 2). This can also be set in the editor options (but that setting does not affect your game).
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Is light shining through walls a certain distance away?
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Sorry about that, but the beta branch will always be somewhat more unstable. The problem was fixed and you can load a new color scheme file here:
http://www.leadwerks.com/werkspace/topic/9043-lost-gridlines/
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The second one is done and live in the beta branch. No more waiting.
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Doesn't 2.5 return a root entity the entire scene is parented to? So you would just iterate through the children.
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This has to do with that weird European float conversion thing. It's updated now.
To restore your colors, just go to Tools > Options, select the color tab, and load this file:
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I think -entity:GetOmega() * entity:GetMass() * brakepower will do it, where brakepower is between 0 and 1. Maybe an easier way is to just set the omega (without the mass).
If you do use AddTorque() make sure you do it in the physics script function.
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Yeah, I agree.
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Okay, it's now documented.
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There are ways. Since I am planning to build this into the publishing step, I haven't bothered making this an officlal feature yet..it's just going to be replaced with something that's automatic.
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At first I thought "holy **** they are going thermonuclear". But now I am wondering whether this is really something a company in a position of strength does, and how long they can afford to keep this up. Releasing the source brings back memories of Garage Games...
Feel free to continue this discussion on the respective forums for either of these products.
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You're right. Let me fix that...
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It's presently not exposed. It would also be kind of pointless to encrypt a zip file and store the password in script.
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Basically, the zip file name creates an extra folder. So if you have a file in a zip called "Materials.zip" you would load Materials/filename.mat.
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Passwords are supported:
Package* Package::Load(const std::string& path, const std::string& password, const bool regist=true)The last parameter registers it as a virtual file system the file commands automatically load files from.
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Our file system actually can read zip archives and treats them as a file system. This is how games are deployed. It's an unofficial feature, but you just call Package::Load( zipname ) and it automatically creates a virtual file system the file read commands work with,
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Incorrect lightning / Shadowing
in Suggestion Box
Posted
I actually do have a plan for that. I already know it works. It's ingeniously simple.