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Josh

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Everything posted by Josh

  1. Josh

    Snow Day

    The last day of the season was today, so I was at North Star. We had a storm for the last three days, so the snow was pretty good, just sticky in some places. Even though it was a Sunday, crowds were not bad. Towards the end of the day, most people were hanging out at the lodge and the runs were completely empty. All in all, it was a pretty awesome day.
  2. All appears fine now. If you experience it again please post here or email support, if you can't post.
  3. Josh

    Smooth Move

    Yes, it will be quite interesting to see CSG levels on mobile, as these have traditionally been the realm of AAA games. It seems like mobile technology has finally caught up to where we need it to be.
  4. Josh

    Smooth Move

    Smoothing groups are one of the most frequently requested features for 3D World Studio, so I am happy to show you their implementation in Leadwerks3D, finally. Smoothing groups are usually stored as a bitwise flag. When two faces share a vertex at a certain position, if they have one or more smoothing groups in common, their vertex normal is calculated as if they are sharing a vertex. I first attempted to write an algorithm based on edges, which worked great for cylinders but failed for geometry that had faces that influence vertex normals they are not connected to by an edge. I wrote another routine, which uses an n*n*n loop (big programming no-no, but sometimes it's necessary) and got good results with cylinders and spheres. Cones are a difficult case, and if you don't believe me, just crack out a cone in your favorite 3D modeling app and inspect the tip. I got around this problem by adding a max smoothing angle member to the brush class, which allows the smoothing algorithm to discard faces that are too 'different' from the one being processed. Here's the result: In order to make shapes like arches appear smoothed, the smoothing algorithm has to span multiple objects. This will be accomplished by first grabbing all the brushes in the nearby vicinity to the brush being processed, and then searching for vertices that occupy the same position, on faces that have a smoothing group in common. In the past, we've seen some pretty advanced modeling done with 3D World Studio, but the lack of smoothing groups always limited it. It will be awesome to see what people come up with, when those limits are removed and they can model exactly what they want.
  5. That seems a little complex, when you can just do stuff like this: stateSys.break = false stateSys.CamSwitching = true
  6. The 3D World Studio documentation pops up when you hit the F1 key in the program.
  7. If you make the password long enough they can't be broken in a reasonable amount of time.
  8. I think they will run from a passworded zip, but the main app has to be given the password through code somehow.
  9. http://www.leadwerks.com/werkspace/page/Documentation/le2/_/user-guide/
  10. Probably not:http://luadec51.luaforge.net
  11. In Leadwerks3D, Lua will also be an easier route because you don't have to mess around with different projects and compilers, especially for mobile platforms.
  12. Josh

    Leadwerks Gets Balls

    I was thinking of having a cylinder and a bend option, but maybe one of the interns can implement a torus like that, too. I can already tell people will use this for some fairly complex modeling.
  13. Have you messages wchris yet? He'd probably now better than anyone. http://www.leadwerks.com/werkspace/user/44-wchris/
  14. Try this: http://www.leadwerks.com/werkspace/page/Documentation/le2/_/command-reference/framework/setreflectionelements-r215
  15. I don't think this is a driver issue. I do recommend you set cullface to 1. You may be unknowingly looking at a back face and expecting it to cast a shadow, maybe.
  16. You do not need to purchase UU3D. We provide converters in the Tools folder for many formats.
  17. The problem is with polygonal geometry, the physical geometry has nothing to do with the visible geometry. With BSP geometry, the physical geometry always equals the visible geometry, so that makes things a bit simpler.
  18. The subject of spheres in 3D World Studio has been one of great levity (see here and here) around the Leadwerks community. I spent today finally implementing a CSG sphere primitive. This is a little different from creating a conventional triangle mesh sphere because each face is a single polygon with either three or four sides. Here's my scratch paper that got me through this process: I'll spare you the mathematics and get right to the good stuff: This completes the basic primitives, which include boxes, cylinders, cones, wedges, and now spheres. Tomorrow I will get started on compound primitives (arch and tube) as well as smoothing groups. Let the hilarities ensue in the comments below.
  19. We need the scene to test, please.
  20. We want people to start using Leadwerks now, so if you buy LE2 and upgrade to L3D, it's cheaper overall then waiting for L3D.
  21. No, it's just an internal member of the entity class, with an array of translations and quaternions.
  22. The conversion process creates an animation frame for each time step, to make it so it's ready to load right into the engine with no preprocessing. This makes animation fast because the engine only needs to look up the closest two values in the animation array, instead of stepping through a lot of variable time frames.
  23. Actually, I have some convex decomposition routines that will decompose any polygonal geometry into convex hulls, so it would be possible to implement that. Not sure when and if, but it's doable.
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