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Posts posted by Josh
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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.
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Please post the file in question or send it to me privately.
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Originally I was planning to calculate lightmaps for terrain. However, I decided the OpenGL 4 renderer was where I should focus my effort, so terrain only uses simple directional lighting. This may be updated in the future, but I consider the OpenGL 2 renderer the back up, and of secondary importance.
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Just tried it, no problems.
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I wonder if it's ever occurred to them that showing a screenshot of their product might be an effective way of communicating its value.http://librocket.com/ is also html based gui, -
Thank you. I caught this error a couple days ago and was hoping no one would notice before I uploaded another build.
I am testing one feature for Shadmar, then will upload the fix today.
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I hope LE3 to really evolve in the plugin way, as we could offer stuff you would just put in your project without worrying about directories and files.
Some of your comments make it sound like you don't want to use a computer.
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I'm likely to focus on more low-level features in the near future like graphics and physics, since this is something that can easily be done by an end user. I'm rather surprised no one has made a serious offering or ported a third-party GUI already. The guy doing that Leadwerks 2 survival game has GWEN working, you might ask him for help.
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The simple dynamic shadows work by extracting the surrounding scene geometry and rendering a projected image of the object on top of them with blending. This approach will not scale as well as the Leadwerks 2 (or Leadwerks 3 OpenGL 4) deferred renderer, so you have to be careful how many dynamic shadows you have onscreen.
With the OpenGL 4 renderer, you can go crazy (if you have a good GPU).
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Lua docs:
http://www.lua.org/manual/5.1/
Like I said, most Lua commands have a method in the Interpreter class, but if not you can get the Lua virtual machine with Interpreter::L and start calling Lua yourself directly. Have fun!
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Writing Lua interfaces is beyond the scope of what Leadwerks provides support for. However, the Interpreter class contains an analog for nearly every Lua C++ command and can be used to push and pop things from the Lua stack. I believe it would be something like this:
Interpreter::PushString("hello"); Interpreter::SetGlobal("myvar");
Whenever you are doing stack manipulation, it's a good idea to start a block of code with this:
int stacksize = Interpreter::GetStackSize();
And end it with this:
Interpreter::SetStackSize(stacksize);
This will ensure you don't mess up the stack inadvertently, and it's easier than popping a bunch of values yourself.
For full C++ binding with Lua, I recommend ToLua++:
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There's nothing in Leadwerks that will ever delete an executable like that. When you create a new project, the project needs to be built once before you can run it.
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Ah, that's a good point.
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How would terrain rendering in the top down view provide any usefulness at all? It would just be a green grid.
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This is a well-known issue. The solution is to add vertices in the model to encompass the entire volume you want. Which may not be entirely adequate.
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I think that means there was nothing to do. I just uploaded the header zip archive, which would not be something that affects projects.
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You just need to compile the project once in Visual Studio so the executable is there. This has always been the case.
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Are you talking about terrain? There is an internal command:
virtual void SetTextureStageDistance(float distance, float multiplier);
The default values are 16 and 2.
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That's correct.Yeah, I know how to do that, but it doesn't seem to me that terrain layers take mat files but tex files instead. If I select a mat file for the terrain nothing shows up for me. Just wondering if that's normal?
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There was recently (yesterday) an update which fixed character physics on terrain.
Regarding your model issue, you are much more likely to get useful advice if you attach the file in your post.
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The problem is it took too long to calculate the navmesh for a terrain if the whole thing was run in the background. In the future, a combination of static and dynamic navmesh geometry will be used.
BSP_Models_&_maping
in Suggestion Box
Posted
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.