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Josh

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Everything posted by Josh

  1. If there are any problems with parenting I would very much like to see an example.
  2. Works fine for me. Anyone else have a problem? It's not supported yet. I didn't mean to include that. I uploaded it now. The files are present. See "Models\Weapons\".
  3. Ah, I thought you meant the DLL source. Sorry about that.
  4. When you parent one entity to another, if the global parameter is set to true, the global orientation of the child entity will be left intact, and the local orientation will be recalculated.
  5. There is a self-contained installer here: http://leadwerks.com/werkspace/index.php?/files/file/145-leadwerks-engine-sdk-232/ You can also run the updater with the latest version 2.32. Version 2.32 evolved into a pretty big update. The biggest improvement is the internal entity storage system. An octree is used to store all top-level entities, and the rendering and picking routines are now recursive. The view range setting is now an integer category, instead of an arbitrary number. This allows the engine to dismiss chunks of scenery if they are far enough away from the camera, without having to iterate through each entity. Vegetation rendering was rewritten and optimized. The disappearing vegetation shadow bug was eliminated, and vegetation collision added. You can set the collision type for the layer in the vegetation properties panel in the editor. Collision trees will build much faster now when meshes are loaded. You can also use the supplied gmfprocess tool to create collapsed GMF files with pre-serialized surface data for raycasting. This will make meshes load faster. 2.32 -"Render" Lua object function renamed to "Draw". -Added Draw entity callback. -Entity draw callback and Lua "Draw" object function will only be called at most once per frame. Perform animation in this function. -Entity LOD distance parameters changed for better performance. -LoadAnimation now works without exact hierarchy matches, so LOD meshes can all use the full-res animation. -Implemented entity octree with hierarchical culling and picking. -Rewrote vegetation rendering routine. -Added vegetation collision. -Added optional terrain color map. -Fixed some problems that prevented custom buffers from working.
  6. It sounds like your animation make the bone oriented in a way you did not intend. If you can post a demo showing your problem, someone can probably help you.
  7. This will install ten C++ lessons, ready to run right out of the box: http://leadwerks.com/werkspace/index.php?/page/resources?record=25 Leadwerks Engine 2.32 is required.
  8. Yes, because I said it would be free for you. I decided to let Michael rework some of the assets and sell the improved pack, and thought it would be confusing if I was giving away something similar. Since the offer was made to existing developers at that time, the pack was left up for two weeks with a notification to download it.
  9. Well yeah, if you look at the videos of CryEngine 3 on the consoles, you can see it is limited compared to the PC, but it works.
  10. A 4096x4096 DXTC5 .dds file with mipmaps is 21.3 mb. That only allows 30 of them, with no vertex buffers or other data. I would work with the assumption that the lowest memory capacity any GPU your game runs on has will be 256.
  11. Well, we may be looking at an XBox port sooner than I previously anticipated.
  12. Ten uncompressed RGBA 4096x4096 textures with no mipmaps will consume all of your video memory. In the example above, I would add a detail texture to improve resolution at near range.
  13. You might be okay with the fake DLL approach. I'd start by returning all zeros (if the function returns anything) and if that doesn't work on, start returning indexes for textures, vertex arrays, shaders, shader uniforms, and vertex buffers. You guess correctly!
  14. Josh

    ..rework..

    I implemented a shader that handled morph targets, but no one had any good-looking models to test with it, and there didn't seem to be much interest, so I didn't continue. It's actually really simple to store the data in a float texture and look it up in a vertex shader.
  15. In version 3.0, the graphics driver will be abstracted so that you can define a renderer for the different platforms. A "do-nothing" renderer will be included for writing a dedicated server. It might also be useful for other programs where you don't want to create a graphics window, like a file conversion utility.
  16. Lumooja, I fixed your bug.
  17. There is presently no way to run the engine without graphics initialization. You actually can quit the engine if you just unload the DLL from your program.
  18. Josh

    Firefox Explorer

    The ribbon? Lots of people hate the ribbon.
  19. PS3 support is actually feasible for us, but it would not be priced as an "indie" product. We don't have as much connections to MS, but in a year or two I could see it happening. I won't be undertaking anything like that as a lone programmer.
  20. Just a missing particle material file. This is an important issue and I would like an example scene so I can reproduce it. The hierarchical rendering is very efficient, but not 100% bug-free.
  21. Cool, it's just a missing material file. I uploaded it.
  22. I don't have any plans to begin working on this.
  23. The river node entity is not included in the installation. I deleted it earlier. I don't know what the waterplane error is without further information. It works correctly for me.
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