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Posts posted by Josh
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I love the story. XD
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I just don't see how 110,000 boxes falling is particularly useful for making a game. I'm much more interested in features like our motorized joints, which have tons of practical uses.
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1. When you drag the file onto the window, does the mouse cursor change to show a "+" sign next to it?
2. When you release the file onto the Window, does the program log say anything? It should say something like this:
Converting "plane (2).fbx"...Input: C:/Leadwerks/Projects/DarknessAwaits/plane (2).FBX
Output: C:/Leadwerks/Projects/DarknessAwaits/plane (2).mdl
FBX: Initializing scene...
FBX: File version: 6.1.0
FBX: Importing scene...
FBX: found mesh: Plane001
FBX: found animation: Take 001, fps: 30.000, start: 0.0000, end: 3.3333, length: 3.3333
MDL: total vertices: 4, total faces: 2
Converting "plane (2).fbx"...
Input: C:/Leadwerks/Projects/DarknessAwaits/plane (2).FBX
Output: C:/Leadwerks/Projects/DarknessAwaits/plane (2).mdl
FBX: Initializing scene...
FBX: File version: 6.1.0
FBX: Importing scene...
FBX: found mesh: Plane001
FBX: found animation: Take 001, fps: 30.000, start: 0.0000, end: 3.3333, length: 3.3333
MDL: total vertices: 4, total faces: 2
MDL: exporting as skinned mesh
Conversion: Success
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I made a small modification to the raycast code that fies this problem. I think all those little tags are using a single triangle with the verts all at (0,0,0). If so, it's incredibly inefficient right now because it's probably doing 1000 extra draw calls.
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I can reproduce this behavior on Windows 8. It looks like the text area is getting confused by the popup menu event, since everything works perfectly from the main menu and keyboard shortcuts.
As a quick fix the right-click popup menu will be disabled until the cause of this is found.
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While the model itself is an incredible exercise in inefficiency, it should still work. I get a crash in the pick routine, so let me check that with the debugger...
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TBH, it probably would have been looked at already if a sample map was included, but it gets pushed to the back because I have to take time to try to recreate the problem.
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I assume this is happening on OSX. On my Mac when I select a menu item in the context menu, it triggers another context menu popup at that position. Strange.
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This is a pretty typical constraint, since a different size character controller would require a separate navmesh calculated at those dimensions. A lot of AAA games do the same thing.
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It's a function of the surrounding geometry, not of the number of shadows. So it depends on what the surrounding scene looked like. That sounds like an extreme case, and I have not witnessed anything like that in anything I have run. I would be interested in seeing the scene and some numbers on the framerate reduction.
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In 3.1. I have to do some work to dynamically adjust the world size around it.
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It's fine to use projected shadows, just be judicial in its use, like anything else. Android hardware is sort of all over the place, so your performance is highly dependent on what hardware you have.
Mobile is nearing the point where a fully dynamic light and shadows will run on high-end hardware, but it won't be in 3.1. Additionally, low-end devices wouldn't be any better at running this than they would at the projected shadows method.
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The navmesh navigates to a point on the ground. The visual navmesh is placed above the ground, so that it remains visible.
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I'm running the current version on a 27" iMac with OSX 10.8. I seem to remember fixing a bug like you describe some time ago, but couldn't find it in the forum. I believe this was a bug that has been fixed since the demo was released.
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At this time I recommend an Nvidia card. AMD cards might or might not work, I just haven't tested them on Linux yet.
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Well, I am installing an OpenGL 4 - capable Intel CPU now to make it happen!
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That's correct. TBH, it will make the development of 3.1 faster not having 300 new users before it's ready. The bug list is rapidly shrinking and we'll begin beta testing 3.1 soon.
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I think the problem goes deeper than Leadwerks. Reported here:
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My current build handle raycasting correctly. However, sphere casting (radius>0) does not seem to be working correctly on terrain, and the results are even glitchy on models...
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Thank you. This makes it very easy to debug.
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It is likely your purchase came at a time before the modern purchasing system was implemented.
We also did suffer a data loss due to the server not saving backups correctly. The site has since been moved to a dedicated server with WiredTree hosting and they've done a fantastic job keeping things running right.
The Leadwerks 2 installer can be downloaded here:
http://www.leadwerks.com/werkspace/files/file/186-leadwerks-engine-updater/
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This will probably not be fixed in 3.0 but the OpenGL 4 renderer will be made compatible with Intel integrated graphics that support it.
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More info here:
http://android-developers.blogspot.com/2010/06/making-sense-of-multitouch.html
I've decided to move on to PC graphics card compatibility testing and am not investing more time in this, for now. Sorry.
How may boxes can you collide on your gear?
in Programming
Posted
The Leadwerks physics system is written in such a way that the underlying physics library can be swapped out with something else. I do not have any plans to replace Newton since it provides large-scale maps we can't get with other physics lbiraries, and there is no big reason to move backwards.