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Posts posted by Josh
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Yes, this was something I did fairly recently.
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Need some inspiration? Here are some physics puzzles from different games:
At 9:25 a box is blocking the engine from moving:
Turn two wheels to open a door:
http://www.youtube.com/watch?v=awbiL7He-pc
At 8:17 the player turns a wheel to move a crane and bridge a gap so they can get across:
At 2:00 various gears are assembled to make an engine:
Other ideas:
- Turning electricity on and off to make an area passable.
- Controlling a crane to move objects around.
- Running through a Halloween horror machine and dodging moving spinning blades.
- And of course, your own off-the-wall ideas that go beyond this.
The best approach is probably a simple idea with good execution.
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- Turning electricity on and off to make an area passable.
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Try Entity::SetShadowMode(Light::Dynamic)
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This should occur every single physics update. The trigger will keep the entity awake and keep firing until it stops colliding.
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Camera picking is a different overload, actually. There is an internal Entity::Pick command used by all the pick routines.
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Are there any messages in the console like saying it failed to copy a specific file?
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You are correct. Will fix.
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That is quite possible...fixed for the next build.Maybe you really only forgot to save manually since the editor does not mark the map-file as changed as soon as you change anything on the terrain. You can see that at the asterisk in the titlebar beside the filename.
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Most of the Kickstarter backers will not have access to Leadwerks until after the tournament is done, but they can still vote for the winners.
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This is an area that would not surprise me if a bug existed, due to some internal updates.
I've been doing some work under the hood to simplify the physics system, that will result in better long-term stability. The engine has had problems revolving around my multithreading system.
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You are correct. As a temporary solution you can called Terrain::Pick() with the same parameters.
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All this is true, but not the question the OP is asking.Since terrain is added, the navmesh is no longer being updated realtime since it will costs to much performance. There are also several new commands that lets you build the navmesh on runtime. see this blog post for all the details:
http://www.leadwerks.com/werkspace/blog/1/entry-1133-leadwerks-30-terrain-update-now-available/
Here Mikko himself explains Recast settings in his blog:
http://digestingduck.blogspot.com/2009/08/recast-settings-uncovered.html
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The "More reply options" button has...more reply options including file attachment FYI.
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An example map would be easier to examine.
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If you mix bug reports they will be ignored/forgotten. If you can demonstrate a separate problem please file a new report. Thank you.I just get the problem with terrain ( falling through) but sometimes my character sort of gets stuck in walls.
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There's actually an undocumented command in the terrain class for this. See the header if you want to dabble.
The OpenGL 4 renderer will use 2048x2048 clipmaps, which look a lot better. The OpenGL 2 renderer is meant to be a fallback that runs everywhere.
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My only suggestions would be to rotate the texture along the edges of the roofs and make use of smooth groups for some of those arches. You'll get the best results using CSG for the big sections and then adding small repeating details with models.
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Add this line to the beginning of your program:
FileSystem::SetDir("MyGame.app/Contents/MacOS")
Or something like that. I forget the path for resources, but there is one.
The reason Leadwerks does not do this automatically is because Leadwerks does not attempt to control your code. If the project behaved differently when it was being run in development and when it was being run by the end user, that would be problematic.
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That's quite nice. One of the reasons we didn't do the printed manual was because it would have taken a lot of time to pull all the html pages and make a PDF. Maybe we should consider doing a run of them for 3.1?Re-posting. I have not looked at the accuracy, match with the wiki, since they were created.
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There are some BSP mapping features that will definitely be added in the future. The built-in map design tools are one of the coolest aspects of Leadwerks 3, and this is an area I plan to continue improving. However, Linux support and OpenGL 4 rendering are the highest priorities right now.
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I'm completing the base goals first before moving on to the stretch goals. Just compiled the engine on Ubuntu.
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By definition, prefabs are loaded from files and retain the properties of the file. Storing per-instance data is a little tricky, but can be done. At the present, brush prefabs will not have lightmap data stored in maps. This may be added in the future.
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The built-in level design tools have been a winner. People are using them a lot and they are super helpful. Carve, hollow, and vertex manipulation are very good features to implement in the future. However, Linux support and OpenGL 4 rendering are the highest priorities right now.
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Did you install the trial version on your computer previously in the past? I don't see how else that would occur.
What is Terrain?
in General Discussion
Posted
Terrains render a series of repeating patches (for LOD levels) and render the area around the camera dynamically. The height date is stored in a 16-bit luminosity texture so a 4096x4096 terrain can be fit in just 33 mb of memory. If this were a model, the memory usage would be hundreds of megabytes.
So the advantages are: