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Posts posted by Josh
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Yes, actually.
Use FileSystem::GetAppDataPath() to get the directory for application data you can always write to.
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Leadwerks 3 is focused on C++ and Lua. As a result, support for these is much better than anything in Leadwerks 2.
I may add a procedural C interface in the future for other languages, but it's presently not provided. I think someone made an automatic procedural generator.
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On the occasion that this happens, the problems are hard to track down. Uninitialized pointers and writing outside the bounds of an array are two common causes.
Is this C++ or Lua?
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That's what I mean. You don't want to blend the run animation in the upper body though. You just want:
Upper body: shooting
Lower body: running
Unless you are transitioning from running to shooting in the upper body. I would probably still control the upper and lower separately, as if they were two entirely separate objects.
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Fewer calculations, if you animate the top-most "lower" bone and the top-most "upper" bone.
In that tutorial I was mixing two animations, which probably isn't what you want.
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Okay, fixed now. I'm surprised it let me build the library with that error.
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I get the same. Working on it now. New update coming later today.
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I would probably try to keep the upper and lower animations separate and play them starting at that point in the model hierarchy.
If you call Entity::LockMatrix before all your animation input and then UnlockMatrix after it will be faster.
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Sorry to hear that. Since it is so close to the release of version 3.1 this will not be fixed in the 3.0 trial.
Leadwerks 3.1 uses Visual Studio 2013, so hopefully that will have better support.
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Did you play any games that used shaders?
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Use a static member that is initialized to call the factory constructor:
class Factory { static std::map<std::string,Factory*> map; }; class SpawnFactory : public Factory { static SpawnFactory* factory; };
SpawnFactory::factory = new SpawnFactory SpawnFactory::SpawnFactory() { this->name = "Spawn" map[name]=this; }
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If you just hit F5 in the script editor, you will see right away what your changes do. It makes shader development much easier than in the past when I had to start the engine each time I modified something.
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Why do you want to bypass the provided terrain system?
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Internally, the engine will modulate the input frame so it is always within the loop.
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I have more information on this now. The engine itself just requires OpenGL and X11. That's two lines in the terminal, if you don't have them installed already.
The editor will take more, but I am going to try to include the libraries with the editor, so you don't have to install a bunch of stuff.
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Working on it now. This weekend is a good point to put a full update out.
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On mobile, it prepares the file system...iOS uses a case-sensitive file system and Android doesn't really have one, so it has to be made "virtual".I thought the publish created the project for that platforms IDE?
On Windows it makes an installer for the game.
On Mac is just copies all the game files into a folder.
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At first glance, it appears it only relies on terrain for aligning instances to the terrain, something the editor does at when painting vegetation. It might be possible to separate it out from the terrain. Using a mesh with unique geometry would consume an enormous amount of memory for the size of terrains Leadwerks does.
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You don't need to "publish" for C code to compile, but you may need to update your project.
If you still have problems please package up the project and I will try it out.
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You need to understand 4x4 matrices, color math, and vector math.
Shaders themselves tend to be very small one-time programs, so there's not a lot of deep tutorials on "writing shaders". It's really just a matter of deciding what you want. The best way is to just copy a shader in Leadwerks 3, start modifying the code in the script editor, and see what the result is.
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I similarly doubt that. There was a dark period in the mid 2000s when OpenGL drivers on Windows were largely nonfunctional.And you base this on?
From personal experience ( using linux for some 15 years now ) I've never had an issue with either nvidia or amd on linux - unless you count their drivers being binary only
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I have had absolutely no problems with AMD drivers on Linux, I am happy to say.
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Sorry the demo has that bug, but we are so close to 3.1 that it won't be fixed in the 3.0 demo.
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It will be included in 3.1.
Wen Camera and lights Gizmos ?
in Suggestion Box
Posted
The camera guide has now been added.