Jump to content

Josh

Staff
  • Posts

    23,145
  • Joined

  • Last visited

Posts posted by Josh

  1. 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.

  2. 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.

    • Upvote 1
  3. 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;
    }

  4. 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.

  5. I thought the publish created the project for that platforms IDE?

    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".

     

    On Windows it makes an installer for the game.

     

    On Mac is just copies all the game files into a folder.

  6. 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.

  7. 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.

×
×
  • Create New...