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Josh

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Everything posted by Josh

  1. There's an example like this in the Games/Driver script. The turret will keep pointing towards the camera direction, along it's own rotation axis.
  2. Scaled matrices do not work properly with physics. You will need to resize your models to the correct size in your modeling program. Apparently, there is also a rescaling tool (for free) in the Asset Store, but I haven't tried it myself./
  3. Josh

    Sky boxes

    The simplest way is to create a scene, drag an environment_atmosphere entity into it, set the skybox texture, save it, and load it in a program with this code: http://www.leadwerks.com/werkspace/topic/597-cc-lua-and-framework-all-working-together
  4. Josh

    Alles Gute

    That's a good idea.
  5. Josh

    Alles Gute

    This actually makes me feel safer now because it proves our backup procedures work, which wasn't the case with our old host.
  6. Josh

    Alles Gute

    It probably wasn't necessary to use the backup, since the problem was caused by the automatic CPanel upgrade, but that was just the first thing they tried. The backup is from yesterday morning around 2 A.M.
  7. Josh

    Alles Gute

    The Leadwerks.com server started acting up earlier today, and I had no idea why. Database errors were occurring, and I had not made any changes to the site. I called our server site in Chicago. First they restored the full site from a backup from 2 A.M. yesterday morning. The matter was still not solved, though. A couple hours later, they determined that an automatic CPanel upgrade had caused PHP extensions to be loaded multiple times. This was fixed, and now we are back to normal. If you've been around a while, you know I have a big fear of data loss but it appears our procedures were able to solve the problem on our dedicated server. You get what you pay for. B)
  8. The neck is too long, the clavicles should be larger and on top of the rib cage, and the femur should be sitting in the pelvic joint, but other than that the model looks great.
  9. Yes, it works on Mac. I have not yet successfully got the deferred rendering working on Lion, but the OpenGL 2 renderer does work, along with the editor.
  10. I like how they run for cover. You'll get more long-term views if you post your video here: http://www.leadwerks.com/werkspace/page/videos/_/le2
  11. I'll fix this in a new build...
  12. Josh

    The Last Chapter

    To avoid tunneling, you might try doing a greater number of physics updates, in smaller incrementations. You don't have much physics going on, so it seems like you could do that with no bad effects.
  13. Josh

    C++ Threads

    With Windows threads at least, they are supposed to use this type of entry point: DWORD WINAPI EntryPoint( LPVOID lpParam ) I see 32 bits in and 32 bits out, so is it okay to replace it with this?: (LPTHREAD_START_ROUTINE)(Object* EntryPoint(Object* o))
  14. And that works with precompiled third party libraries? B)
  15. Josh

    Field Trip

    I'm sure they're programmatically altering the texture's pixels, since character rendering is relatively expensive.
  16. Ah, here is the working code. TypeDef is evil: unsigned long GetMemoryUsage() { unsigned long result = 0; #ifdef WINDOWS PROCESS_MEMORY_COUNTERS process_memory_counters; if (GetProcessMemoryInfo(GetCurrentProcess(),&process_memory_counters,sizeof(process_memory_counters))) { result = process_memory_counters.WorkingSetSize; } #endif return result; }
  17. I am using "->" because the compiler complains if I use ".". No idea why. This code causes a buffer overrun: unsigned long GetMemoryUsage() { #ifdef WINDOWS PPROCESS_MEMORY_COUNTERS process_memory_counters; Print(String(sizeof(process_memory_counters))); if (GetProcessMemoryInfo(GetCurrentProcess(),process_memory_counters,process_memory_counters->cb)) { return process_memory_counters->WorkingSetSize; } else { Print(String(GetLastError())); return 0; } #endif return 0; }
  18. Josh

    Field Trip

    Wow, that is nice.
  19. Vertical sync is enabled by default, so the maximum framerate is 60 FPS. You can change this in the editor options.
  20. Josh

    C++ Threads

    Does it actually work, on OSX, Windows, Android, and iOS?
  21. What do you mean by trivial, in this context? I only normally hear that term used regarding the complexity of an implementation.
  22. Josh

    The Last Chapter

    I think you can set the light quality setting higher, it seems like there is very little edge filtering on the shadows. I also felt the controller needed more friction with the ground. It slides quite a bit which can make some jumps tricky, like that really hard part in level 3. You have basically as many lights as you want, at no cost, so I would use them! A side scroller with awesome graphics is a niche, but it has little competition, so I would push the graphics to their full extent. I could definitely see this on Steam. Can't wait to see what you do with this next.
  23. There is a section for community tutorials here, and you can upload attachments with your post: http://www.leadwerks.com/werkspace/page/Documentation/LE2/tutorials
  24. Josh

    C++ Threads

    In all seriousness, I want the lowest-level thread access possible so I can understand what is happening on all platforms completely. I also don't like compiling more libs into the engine because almost every time I do there is some little thing I have to fix. I take it I can just start calling pthread commands on Mac, iOS, and Android?: https://computing.llnl.gov/tutorials/pthreads/#CreatingThreads
  25. I wasn't thinking about this too much yet, but I don't know. We have some pretty challenging requests for the terrain system, and it will be a big chunk of work just to figure out how it should work. People want really really big terrains, so this might fit into that design.
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