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Posts posted by Josh
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Is there material specular color white (255,255,255,255)?
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The plan is to create a post-processing list in the editor and then you can just add effects like fog, SSDO, and whatever other crazy effects Shadmar makes.
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It is not presently. It could be done for non-AI characters, but AI characters with different heights would require different navmeshes for each height.
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You run into problems like characters on two different navmeshes not avoiding each other. So at this time I am not going to try to make it more complicated than that. I think you will find characters of very different sizes can use the same size physics. I see this all the time in AAA games.
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I think we found the culprit.
I would just wait for 3.1 running natively on Linux, and you can say goodbye to WINE.
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1. From what I understand in the past Leadwerks has had a mix of paid and free updates. Is this going to continue?
Our business model is to release paid updates every 9-12 months, with free patches in between for bug fixes and small enhancements.
2. I am not a programmer however I am an 3D Artist. Are there Programmers here willing to deal with my concepts? Just as long as I am willing to produce art for the project.I think you will find there are a lot of programmers here who need an artist to work with.
4. Will the Ubuntu Linux exporter be included in the 200.00 purchase for leadwerks as an free upgrade?Leadwerks 3.1 is scheduled for release in December, at which point Linux support will be included. It will not be included in the current version 3.0, so you may want to wait until December.
5. I have come from a relatively negative community *Cough* CryDev *Cough*. how positive is the Leadwerks community? I know that this is rather silly to ask. But when someone needs help and they just "troll" you till you leave both in PM and the recruitment thread you made. It is rather not helpful... So you can see why I left CryDev.I don't know anything about the Crytek modding community, although I am a fan of Crytek. I think you will find the community is generally very helpful.
1. Does leadwerks 3 have support for terrain stitching via code or via GUI? From what I understand terrain was just added in.Our system uses one terrain per scene so there is no need to stitch separate pieces together.
2. Does leadwerks 3 have support for multiple LOD (Level of Detail) Models?It's not built in yet, because it's not that high-priority, but it's fairly easy to add in the future.
3. Does leadwerks 3 have support for game controllers/Game Pads?Not built in, but when the OUYA support is added we will need a general API for game controllers. It would make sense to add PC controllers at the same time, especially with the upcoming SteamBox console.
Since Leadwerks is a C++ library it is fairly easy to integrate game controllers APIs in yourself.
No.4. Does leadwerks 3 have support for the 3DConnexion Space Navigator in the editor? LINK -
CSG modeling isn't the best for advanced artists, but it allows those of us who aren't expert modelers to quickly sketch out a map.
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Like I said, it seems rather high.
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I think deferred rendering is much more straightforward and simple. Lighting in forward renderers is always a hack. People complain about transparency lighting problems, but with forward rendering you NEVER have correct lighting.
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I recently fixed a bug where the editor would not show the map as changed after modifying terrain, so unless you saved it your changes would be lost. This has not made it into the current build yet.
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It isn't slow due to physics. It's slow due to the projected shadow rendering. Though that still seems excessive.
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Good idea.
FYI:
vec4 color = vec4(entitymatrix[0][3],entitymatrix[1][3],entitymatrix[2][3],entitymatrix[3][3]);
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Will check it out, thanks.
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It should not matter. It should even be safe to delete them within a collision callback, now.
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It was easy to get it to compile, but all I've got right now is a blue screen, so I am talking to Canonical about the driver situation in 13.10. I have someone else who is going to handle the remaining GTK stuff, which is the real grunt work, but this part is something I have to stay on top of. Also writing the GL4 renderer right now.
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This is a very difficult situation because there is no way to detect what vertex attributes exist, and ATI cards on Mac always put out this warning if a non-existent attribute is set.
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I understand this is a feature that will make life easier (and I want it ASAP, too) but there are over 300 Linux users who expect to have Leadwerks running on Ubuntu in December.
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I really think that is the answer. That is the command the Map::Load function calls.
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I love the style. Together with the reusable elements, it provides a consistent theme and allows a non-expert level designer (like me) to create compelling scenes.
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Thank you. It is possible something is funky here.
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You won't need to use WINE at all, soon enough. I'm building it to run natively on Linux.
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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:
- They render faster.
- They use less memory.
- They render faster.
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Yes, this was something I did fairly recently.
Distance Between Two 2D Points
in Programming
Posted
Math::Sqrt() is also there.
And this:
http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/vec3/vec3distancetopoint-r403