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Posts posted by Josh
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Hi Dennis,
The estimated delivery date for the reward you probably chose is December:
This also gives us a chance to prepare tutorials and make bug fixes with a smaller number of users, so that I can be sure you get a polished product at delivery time.
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Makes absolutely no sense to me, but I will mess around with it and see what I get. Just bad design built on top of bad design.
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Interpreter::PushObject(Object* o)
Almost every Lua function has an analog in the Interpreter class.
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The terrain API is current;y not documented/supported because I can't guarantee it will work on all systems reliably (mobile), whereas building terrain in the editor will always work.
The terrain constructor sets the pick mode to 2, so it should work.
In an older version of the engine, terrain could not be picked.
If you continue to have problems, please upload a simple example and I will debug it.
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lua_pushobject(Interpreter::L,camera); lua_setglobal(Interpreter::L,"camera"); lua_pop(Interpreter::L,1);
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It appears the touch API is more complicated than I thought...
http://developer.android.com/reference/android/view/MotionEvent.html
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I see. The ball joint matrix needs to indicate the pin direction. This will work in the update next week:
#include "App.h" using namespace Leadwerks; App::App() : window(NULL), context(NULL), world(NULL), camera(NULL) {} App::~App() { delete world; delete window; } float angle=25; Joint* joint; bool App::Start() { window = Window::Create(); context = Context::Create(window); world = World::Create(); camera = Camera::Create(); camera->Move(0,0,-4); Light* light = DirectionalLight::Create(); light->SetRotation(35,35,0); Model* ground = Model::Box(20,1,20); Shape* shape=Shape::Box(0,0,0,0,0,0,20,1,20); ground->SetShape(shape); ground->SetMass(0); Model* box1 = Model::Box(); box1->SetPosition(0,1.5,0); box1->SetColor(1,0,0,1); shape=Shape::Box(); box1->SetShape(shape); box1->SetMass(20); Model* box2=(Model*)box1->Instance(); box2->SetColor(0,1,0,1); box2->SetPosition(0,3,0); box2->SetMass(1); float cone=45; float twist=0; joint=Joint::Ball(0,2,0,box1,box2); joint->SetLimits(cone,twist); joint->EnableLimits(); box2->AddTorque(200,200,200); return true; } bool App::Loop() { if (window->Closed() || window->KeyDown(Key::Escape)) return false; if (window->KeyDown(Key::Up)) angle+=1.0; if (window->KeyDown(Key::Down)) angle-=1.0; joint->SetAngle(angle); if (window->KeyHit(Key::Space)) { if (!joint->MotorEnabled()) { joint->EnableMotor(); } else { joint->DisableMotor(); } } Time::Update(); world->Update(); world->Render(); context->Sync(); return true; }
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It does work. Internally, camera::Pick just calculates some points and then calls World::Pick. Make sure you are up-to-date with the update utility.
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It's a good program.
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They should use the world ambient light value for their darkness.
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There was a 50% discount on the mobile packages for a period of 2 months.
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Please post the file if there is a problem.
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Please post the file in question.
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I do not. Please post a file I can use to recreate this problem.
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Added Entity::GetDistance:
Entity::DistanceToEntity will remain in the engine as an undocumented command, for backwards compatibility.
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This issue has been fixed for the update next week.
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Those clouds look really good. Typical particle clouds have no lighting or apparent edges. What did you do there, is it Klepto's work?
For extremely overcast skies, I'd suggest combining those with a cloudy skybox, and the player wouldn't be able to distinguish between them.
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Screenshot? How close are we talking? There may be math that avoids weird situations like an axes that is almost parallel with the camera view direction.
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Thank you for this excellent bug report. This allowed me to find and fix a problem I did not know existed.
A new update will be posted next week that fixes this and other issues.
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Please post the file here so I can debug it.
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I'm actually going to recommend against Wubi, after my experience yesterday. I believe it causes file IO problems, since the files are stored in an NTFS file system. I think it was causing my system to freeze up. I installed Ubuntu 12.04 64-bit onto a separate hard drive. I'm going to get a switch like this so I don't have to keep swapping cables:
http://www.nikingstore.com/shop/orico-hd-pw6101-5-25-6-bay-sata-hdd-power-switch-860.html
The dual-boot approach, in my experience, always leads to problems and makes it more difficult to reformat a drive.
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At the moment I am working with Ubuntu 12.04 64-bit. I do not anticipate any trouble with 13.04 and 13.10 64-bit, though. When it is released there will be a definite supported version you should use, no guessing which one is the "right" one.
As far as hardware goes, I recommend an AMD CPU with an Nvidia GEForce GPU. I just picked up an 8-core FX-8320 for my new dev machine.
The Wubi installer is a Windows installer that will create a dual boot system for you and install Ubuntu. Works very well:
http://www.ubuntu.com/download/desktop/windows-installer
General tips for usage:
-Any programs you download off the web should be extracted to a folder called (your user directory)/Applications.
-Don't enter random stuff into the terminal you find when Googling things.
-Don't try to customize the OS with alternate desktops, color schemes etc. You can do some cool things but if you're like me you'll most likely end up having to reinstall the OS.
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Just wondering are we to post any progress on the forums?
Yes, this is encouraged:
PROMOTE YOUR PROJECT: Promotion is a critical part of game development. Be sure to post blogs about your progress and post updates on Google+using the tag #AMachineForPenguins. Anyone with a Leadwerks forum account will be able to vote, so more fans equals more votes and gives you an advantage! (Other suggested tags are #ubuntu and #linux.)
TouchDown
in Leadwerks Engine Bug Reports
Posted
Of course, their provided example code doesn't print anything out
The reason Android is free is because they could never charge for this.