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Blue Solitare

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Everything posted by Blue Solitare

  1. I'm trying to figure out how this is done and how much work this is going to take. I have found a few posts of people getting it to work, but little information on how. I know that Newton has it's own implementation for Ragdoll, but are those features implemented/available in LE? Any help would be great! Thanks, Blue
  2. So how complete is this latest version with regard to the LE engine? Can I do everything with the C# headers as can be done with the C++?
  3. How complete is the latest version? I'm just trying to decide if/when I should jump to the C# libraries..
  4. I think "had" is the operative word. I recall reading in a post from Josh that they were added by mistake.
  5. Looks good Ubu, you've made some great progress since I last saw what you were working on.
  6. Thanks for tracking that down. So is there a work around?
  7. My mistake, this is not a gamelib question but a LEO question. I've tried: game.engine.SetWireframe(1); game.engine.SetWireframe(true); ::Wireframe(1); ::Wireframe(true); None of which do anything. I've stepped through the code and the leWireframe(mode) method is getting called, but no wireframe. I've tried placing the call throughout my main with no effect. As a test I ran the project wizard and created a new project with the spinning cube and set wireframe(true) and it also didn't work. Any suggestions would be great! Thanks, Blue
  8. What's the secret to get into wireframe mode when using gamelib? I'm calling game.engine.SetWireframe(1) before my main loop and I'm not getting wireframe?? Thanks, Blue
  9. Good point! I'll try it out.. Thanks for the help.
  10. Wouldn't hiding entities cause a flickering effect or cause them to go away all together? What I'm trying to do is find a replacement for glReadPixels for two reasons: 1. It's slow and expensive 2. It reads the closets pixel to the camera (in my situation), which in many cases is not what I want due to having other objects in the scene. I only want to read the terrain pixels. Is there a way (RenderWorld?) to only render the terrain, read my terrain, then render the rest of the scene?
  11. Thanks for the quick reply. I implemented the CameraProject() method from the example and things mostly work. The problem is with the glReadPixels() method. Is there another LE method that could be used to replace glReadPixels, it's really expensive. It also causes a problem in situations where the cursor is mousing over something other then the terrain, which is what I need to project to. I'm getting a false projection. I'm using LEO, if it makes a difference. Thanks, Blue
  12. Does LE have a built in 2D mouse to 3D scene projection method? If so, what is it named? Thanks, Blue
  13. Another way to approach the Mac/Windows/Linux problem is to have LE run via a web browser plugin ala Unity and a couple of other engines. This is really only good for smaller games, but it would be nice non-the-less.
  14. Thanks for getting those out so quick! So I created a .mat file (see below) which uses you shader but it is causing LE to crash when the material loads. I looked in the log and it doesn't give any info on why it died. But here is my .mat file. texture0="abstract::decal.dds" blend=1 depthmask=1 depthtest=1 overlay=1 zsort=1 cullface=1 castshadows=0 shader="abstract::decal.vert","abstract::decal.frag" shadowshader="abstract::mesh_shadow.vert","" Are you just creating a mesh and applying the material to the mesh, or are you loading a .gmf? If you create a mesh what is the minimum number of verts do I need, or is that handled in the shader? Also, what is the difference between the shader you've done vs what wh1sp3r did? And finally, how do you get LE to go into wiremesh mode? I'm using Gamelib and have tried to use "game.engine.SetWireframe(true)" with no luck. Any suggestions? Thanks, Blue
  15. Are you going to make the shader available for all to try?
  16. Whisper or Rick, was a tutorial ever made for this? There were two solutions, one using using a shader and the other not. I would be curious to see what the final code solution for not using a shader looked like. Thanks, Blue
  17. Which session with this be presented at?
  18. This is good stuff Gimpy.. Looking forward to your next masterpiece!
  19. Hello, In Sandbox there used to be an easy way to add/modify model keys/values. Has this been removed from the new editor? If not, where can this be accessed from the editor? I can still add/modify keys to the .sbx via a text editor, but it was nice to have it right there in the editor. Thanks, Blue
  20. Pages: http://leadwerks.com/werkspace/index.php?app=ccs Old Forum: http://forum.leadwerks.com/
  21. I don't think tutorials (officially located in the tutorial area of the Wiki) have been created for the items on your list. However, have you searched the forums before asking (old forum too)? I know that some of what you're asking has been answered already and there is enough to get you going. I would also look in the Pages area, there are some good bits in there. Also, it would help to be more specific regarding each of your topics. "How do i make my own trees????" is pretty general. If you do, people here will be more than happy to help. Thanks, Blue
  22. There is a sniper zoom (camzoomsniper) attribute in GameLib. Have you looked at that yet? http://www.leadwerks.com/wiki/index.php?title=GameLib#camzoomsniper
  23. I've used all three engines, and have released a product using Unity. Each engine has it's strengths and weaknesses. The best advice I would give somebody is to download them and try them out and see which fits your needs. That is what we did. What attracted us to Leadwerks was it's price, render, and API. With the addition of the editor and lua scripting, the sauce keeps getting sweeter. I equally like Unity, but for different reasons; it's a good and very capable engine. I'm Not terribly impressed with Torque3D, however, from what I've read they have been making some pretty big changes and maybe someday I'll look at it again. There is not one ring to rule them all, at least not in this case. Just my .02$ Blue
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