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Josh

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Everything posted by Josh

  1. Your first code you posted worked perfectly.
  2. Josh

    12-18-2009

    Well, I think in my case docs and tutorials are the "seeds" and sales are what you reap.
  3. If you add require("scripts/loop") at the top, you will import the loop script, which has a few functions declared the engine picks up: require("Scripts/hooks") function UpdateWorldHook() RunHooks("UpdateWorld") end function UpdatePhysicsHook() RunHooks("UpdatePhysics") end function FlipHook() RunHooks("Flip") end I just added the FlipHook() function, so I guess it doesn't make sense to call this file "loop" anymore. Maybe "enginehooks" would be a better file name? Then the user can use AddHook("UpdateWorld",myfunction) to add their own Lua hooks, and your main loop doesn't have to have any code hardly.
  4. Josh

    2.3 Sync

    You could but the results would be unpredictable because SetMatrix() updates the entity position, rotation, scale, etc. Here is a list of members: http://leadwerks.com...ntities#Members The following are the documented members of the Entity class. Generally, members should be treated as read-only. For example, setting the entity position by changing the position vector values will fail to perform necessary updates the SetPosition() command would call, and the results may be unpredictable.
  5. It sounds like perhaps some files got moved around and you are loading an older version of the script? Double click on the class node of the pointlight and see what the script is.
  6. Yes, and SM4 is unique because that is the point where you can finally have full lighting. After that, you can just rely on the same techniques and increase the resolutions with hardware.
  7. Josh

    December 7, 2009

    You can put variable in the class table. You should be able to see how it works now.
  8. Josh

    2.3 Sync

    I thought it seemed sort of redundant when you have the member itself to access.
  9. Josh

    12-18-2009

    This is a good idea to keep in mind, especially with something like software development: "Don't judge each day by the harvest you reap but by the seeds that you plant." -Robert Louis Stevenson
  10. Thanks for making this. I added it to the sync folder.
  11. Josh

    2.3 Sync

    Okay, there is a confirmed bug where the roads don't construct properly when meters per tile is other than the default value. The number 2 is probably hard-coded in the script somewhere, so I will find it.
  12. Josh

    2.3 Sync

    How do I produce this result?
  13. http://leadwerks.com/engine_tutorials.html
  14. Josh

    2.3 Sync

    The world has a list of entities. You can also look for a specific class in the classnametable: local class=classnametable["light_directional"]
  15. Messages with zero delay are sent immediately.
  16. Josh

    2.3 Sync

    Try this: fw.main.camera:SetMatrix(object.cameraPivot.mat)
  17. It looks like the filter needs to be moved to the end of the line, or added in the water shader as well.
  18. Not free, but good: http://www.soundrangers.com
  19. Josh

    GetLuaState()

    This command has been added to the DLL. It is experimental. It will return the lua state used in the engine. You might be able to import the lua library and perform commands on this variable. I don't know if it is okay to access one lua state with a separately intialized instance of Lua. If it isn't, then eventually we will expose the whole Lua command set through the engine DLL.
  20. Josh

    2.3 Sync

    entity.matis a member where the matrix can be accessed. Rick, I need more information from you. I don't know if you are running something in the editor, a scripted app, a C++ program, etc.
  21. Josh

    12-17-2009

    Attacked? Did I chase you with a sharpened stick?
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