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Josh

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Posts posted by Josh

  1. 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.

  2. 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.

  3. 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.

  4. 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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  5. 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).

  6. 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++:

    http://www.leadwerks.com/werkspace/files/file/216-tolua/

  7. 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?

    That's correct.
  8. 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.

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