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Blog Comments posted by Josh
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I made a fake one in LE2, but I don't like doing that.
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Yeah, I asked Chris and he pointed out that one method required me to draw an arrow to show what to do, and the other didn't. It's good to get a second and third opinion on these things.
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That sounds like the Xcode 4 layout, which isn't bad. What I don't like is that a huge chunk of screen real estate will be empty and wasted when nothing is selected.
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I'm trying to stay away from anything that isn't cross-platform (especially given that MS thinks all windowed programs are now "legacy apps"). The future of Windows looks very uncertain, and now more than ever I would avoid becoming dependent on any one desktop OS.
Just read this article to get an idea of what they are thinking:
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At the end of the day it all comes down to user skill. I'm still not convinced about CSG. Trust me, if it I thought it were more effiecient/easier for me I would embrace it.For starters every student of game design is learning 3dsMax anyway or blender. I also don't think CSG is faster because I find that actually designing the environment is what takes the most mental effort, pressing the keys to actually model it is generally much simpler even without CSG.There are tools within the modeling apps these days that make CSG seem redundant too. For example, there is no need to wrestle with geometric volumes when modeling a basic floor plan, instead u use only planes to define and then you press a button to add thickness to everything at the very end.But I'm sure you'll do a dynamite job of it
It doesn't matter how well you know 3ds max. It's still more mouse clicks to do the same thing.
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wasn't the tube what you labeled as the torus object in 3dws?
Yep. I thought it sounded fancier.
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One question - Do you anticipate the possibility of of converting a group of brushes into the model (mesh) within editor? This could be useful as an option to create prefabs.
Yes.
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And when its time to test it, I would love to beta test it as well And will CSG work on mobile?
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.
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Great! I love to see a new news about 3DWS in LE3D. If I could possibly make a suggestion (of course if this not be a problem) ring torus would be very useful basic (or compound) shape. For example: his severed parts in conjunction with the cylinders are the perfect elements to create pipes and complex pipelines. As we all know, old rusted pipes are very important part of all dark underground tunnels ;-)
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.
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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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But I think the focus of the editor of a game engine should be much different. I'm sort of making this up as I go here but you know I'd like to see game engine editors wrap themselves around the industry standard tools most developers use these days -> Maya/Max/Mud Box/etc. It should be able to take any arbitrary model object and turn it into a useful game object with little to no intervention. It should know when the model is being edited and changed in the native modelling engine and update it in real-time when saved. Etc.Thoughts?Note: I'm pipe-dreaming here. This isn't a complaint about the above article.
That pretty much describes the way Leadwerks3D assets work.
It's one thing to download Blender for free, but it's another thing to have a modeling tool you can use proficiently. Even if you're a 3ds max expert, level design is much much easier with unique CSG modeling, rather than trying to piece together a lot of pre-made components. You might not happen to have a hallway or floor the exact size you need, and scaling components to fit will stretch their texture coordinates. Good level design is a mix of unique CSG geometry and prefabricated details.
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What was the outcome of your research?
You'll see the results of it in our promotional material for Leadwerks3D.
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@fladrache, yes.
@rick, maybe. The problem is if a model is rotated, so that its axes don't align to the world axes (even if they are swapped), scaling the model would result in a sheared matrix. Our math routines continually enforce an orthogonal matrix, to ensure that floating point errors don't add up over time and start skewing your entities.
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I assume we will be able to use all that CSG goodness in real-time with code?
Yes the API will be available and documented. Bear in mind this is pretty low-level stuff and is a little harder to use than the simple surface commands. It's not really meant to be something the end user needs, but I'm sure someone will come up with something cool from it.
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VS2008 is the top priority since it runs on Windows XP with no extra downloads needed, and XP may account for as much as 40% of the market, depending on who's numbers you look at. VS2012 would be the next choice probably, depending on how many resources I have to devote to it.
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Why not CodeBlocks when it was the second place IDE in a recent poll.http://www.leadwerks...oll-about-ides/
We can support Visual Studio and not CodeBlocks. We can't support CodeBlocks and not Visual Studio. People are already asking for VS2008, 2010, 2012, 32 and 64-bit builds. With debug and release, that equals 16 different builds, just for Windows.
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We use .zip format. :|
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When a new Leadwerks3D project is created, Leadwerks3D copies a Visual Studio project from a template, into a "Windows" subfolder in your project folder. It does the same for Xcode and Eclipse. All three IDE projects are set up to use the same C++ or C# source code.
If you double-click the project name in the list, the project folder is opened in Windows Explorer (or Mac Finder) and you can open the Visual Studio project from there.
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Yes, you can debug the Lua state of any application that is built with the debug Leadwerks3D library.
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It should, but I am not going to mess up my Mac machines quite yet. It's not due out until summer.
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Got it working now. The problem was that most of the hooks never get called if the DEBUG macro is not defined. I object to having this embedded in the Lua source code, since a competent programmer can use a macro to only set a hook in debug mode, if desired.
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I don't know, the guys on the mailing list are saying it should be able to step through each line, but that doesn't seem to be happening. I'll spend some more time on it and see...
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Line numbers please.
We use the standard interface for Windows and Mac, and these don't support line numbering. You can double-click on a function in the debug tree to go to the appropriate line, and the current line number is displayed in the status bar. It's a compromise, but the native text rendering looks sooooo much better than Scintilla or something like that.
So we will have to switch to our main lua script tab in the editor to run our game each time? For a project why not just create a "main.lua" file automatically for us and just have that be the default script that gets passed to the interpreter? Let us change it if we want (or not even as it's not a big deal to make us use a file named main.lua file) but defaulting will just be easier.
That's a good point. I'll see what happens when I start actually using it.
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Leadwerks Levels Up
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
your mousepad is a little skewed... its messing up the whole obsessive compulsion of aligning everything on your desk that you have going on there...
If it's not a right angle, it's a wrong angle.
Particle Update: Death to the Nyan Cat & Rise of Real Effects
in Chris Vossen's Development Blog
A blog by Chris Vossen in General
Posted
This is the Leadwerks3D particle system.
It may be possible to set up a new graphics module based on Leadwerks Engine 2. The particle class is just calling surface creation commands, so it's not that different.