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Josh

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Everything posted by Josh

  1. They've added Blitz3D games on Steam, so I'm pretty sure it won't be a big issue.
  2. Your graphics card is not supported. However, it will work for Leadwerks Engine 3.
  3. What graphics card do you have?
  4. All the modeling programs pictured are supported because they all export .fbx or .dae files, and the Leadwerks Engine SDK includes a tool to convert .fbx and .dae files to the internal format used by the engine.
  5. No upgrade policy for 3D World Studio 6 has been announced.
  6. This is a bug in ATI's current drivers. We've reported the issue to them. They emailed me about a week ago and said they were working on it. I will follow up with them and see when the fix is coming: http://www.leadwerks.com/werkspace/tracker/issue-165-terrain-textures-bug-radeon-hd-5850/
  7. Do you mind if I build this effect into the LE3 renderer? It could work for rain, too.
  8. The maximum world size is about the same as Crysis.
  9. There's a tentative list of features here. Please keep in mind some of these things have not been attempted yet, and the final spec may change: http://www.leadwerks.com/werkspace/index.php?/page/le3 It works out to be cheaper overall if you buy LE2 and upgrade to LE3. No word on the upgrade price yet, but I will make it so the LE2 + upgrade costs less than a new LE3 license.
  10. That image was posted by me using the admin account. Of course the wheels in your model have nothing to do with the actual location of the tire ray cast, so make sure that is inside the physics body of the chassis. You posted another video showing vehicles with very high spring constants, causing them to jump all over. Those spring values are very important and vary based on mass and spring length. Adjust those values until you get something that is loose enough to not jump around, but tight enough to hold the chassis up. Beyond that, I suggest posting a demo so we can see the behavior for ourselves.
  11. Josh

    Logo's

    I don't have any plans to ever force this on the user.
  12. Josh

    Texture Tools

    File Name: Texture Tools File Submitter: Josh File Submitted: 15 Jun 2011 File Category: BlitzMax Source code for Leadwerks Engine 2 texture tools. Click here to download this file
  13. Yes, it's not meant to be used multiple times with different resolution buffers or different settings. If you change settings it will have to recreate buffers twice each frame. Use regular plain rendering with just lighting, no shadows, for your low-res reflection passes.
  14. That is a really clever idea.
  15. 3d world studio 6 will share a lot of code with the leadwerks engine 3 editor. It's in development.
  16. The Lua implementation in LE3 goes into a lot of detail with code stepping and debugging. It makes things very transparent: http://www.leadwerks.com/werkspace/blog/1/entry-658-lua-and-c-debugger/ http://www.leadwerks.com/werkspace/blog/1/entry-655-tools-and-stuff/ I don't think supporting five different scripting languages through a third-party JIT compiler that may or may not match the original language behavior 100% is going to provide as good a result. I'd rather choose one script language and put all my effort into that. LuaJIT also makes Lua about as fast as C#, and I can turn it off and on with a single command.
  17. That spring constant looks WAY too high, and would result in the bouncing behavior you see here.
  18. You can pack model scripts into .pak files but I recommend leaving scripts that get included by other scripts as either the origjnal .lua files, or .luac if you want encrypted precompiled byte code.
  19. Lua has features that make it ideal to work together with a flowgraph, so i am not changing it. Plus it's used in World of Warcraft, Crysis, and hundreds of other games.
  20. We use Lua for scripting, and the implementation is finished.
  21. Getting back on-topic, I don't see myself switching the editor over to C# or C++ at any time in the future. There's no compelling reason to. We'll hope future versions of all supported operating systems remain backwards compatible as long as possible, which I think should be good for another ten years. Yes, you are right that the majority of projects of interest come from the BlitzMax coders.
  22. If it's using GDI to draw custom widgets, then how can that be considered the standard GUI? By that definition anything is the standard GUI, as long as it's drawn on a Windows window with GDI.
  23. It's similar to Windows, but you're blind if you think this is the standard Windows GUI: Code::Blocks gas a lot of redraw bugs when the panels are resized. You'll get a big chunk of the window grayed out because it didn't redraw right. On top of that, wxWidgets has the absolute worst command design possible. Every single widget you create is its own class! It's ridiculous.
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