Ywa
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Posts posted by Ywa
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Newton has actually pretty good vehicles. You can try them in the Newton SDK demos.
No it doesn't. Version 2.0 doesn't have any vehicles implemented (Source). The old 1.xx releases do have them though.
Josh's vehicle has some problems when doing sharp turns at fast speeds - it stops the vehicle.
Josh published the vehicle class code. But we can't recreate/port it since he didn't expose all physics functions. So any project that makes use of vehicles in Leadwerks won't be able to make a car drive properly/realistic.
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I don't care which engine will be used, as long as most functionality will be exposed to Lua & C++ (which is not the case in LE2).
Also, Newton doesn't have vehicles.
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First: 2 MB/s
Second one: 1.5 MB/s
Third: 7.7 MB/s
Location: The Netherlands
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I got this fixed, I think it was my engine.dll causing it. Not sure why.
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Hello. This may seem like a stupid question, but how am I supposed to change the size of the font I want to draw with? Thanks.
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Recent changes: http://leadwerks.com/wiki/index.php?title=Special:RecentChanges
Edit: Old logo is back too @ forums?
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In my main loop, I'm calling RenderFramework first, then UpdateFramework, then Flip. Even switching UpdateFramework with RenderFramework doesn't make any difference in my case.
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Hello. I'm currently using a framework for my application. After spawning a model (which basically is a mesh parented to a phys object) and applying it global velocity ( around Vec3( 100,100,100 ) ), I notice that the physics body is actually in front of the mesh. Is there any way to fix this? Thanks.
The code for the loading the model is this:
Test := LoadModel( 'abstract::oildrum.gmf' ); PositionEntity( Test, Light.GetPos + Vec3( 0,5,0 ), 1 ); SetBodyMass( Test, 1 ); SetBodyVelocity( Test, Vec3( 100,100,100 ) );
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I would like to see more control over sound entities (including out of the box parent functions, sound duration, utils, etc) and emitters/particles. For instance: I'd like to set individual particle color without having to create multiple emitters.
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Okay, thanks for clearing things up.
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Language doesn't matter, thanks anyway. What about solving the SetModel function? I mean, isn't there any way than copying every property?
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Hello. I'm trying to change a model (that means both mesh/physbody) for an entity and keep its properties intact (like velocity, keys, position, angles, color,etc). I've browsed the wiki to find a function suitable for me. I'm not sure about Set/GetEntityUserData. The wiki doesn't seem to say much. Anyone care to help me with a detailed explanation on how these 2 functions work. More over, how can I solve my SetModel function problem? Help is much appreciated.
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In less words, if your draw functions looks like this : drawText( Text, xPos, yPos ..etc ), then drawText( "testtext", ScreenWidth * 0.5, ScreenHeight * 0.5, ..etc ) would draw "testtext" at the center of the screen ( where ScreenWidth/Height is the width, height of the application ).
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Hi. I am trying to make my own vehicle system with a simple ball joint. I ported a simple car model with tire attachments, I've created tires and jointed them to the car physics chassis, onto the tire attachment position with a pin of Vec3( 1,0,0 ). The car seems to move normally, but when you try to reposition the chassis of the car, the wheels and the car just spazz out, like in the picture. If I try to set the angles of the wheels, they also spazz out. What am I doing wrong/Any suggestions? Thanks in advance.
Part of the code (as pseudo-code):
LoadModel( Tire ); Tire.SetPosition( carTireAttachmentEntity ); Tire.SetMass( 1 ); BallJoint := CreateJointBall( carPhysBodyChassis, Tire, Tire.GetPos, Vec3( 1,0,0 ) ); SetBallJointLimits ( BallJoint, Vec3( 1,0,0 ), -180, 180 );
PS: I've tried disabling collision between chassis and wheels. No luck.
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Hello. I was looking through the Joints Wiki and playing with them in my Delphi made application when I've noticed that the CreateJointUniversal function, present in the Wiki, wasn't in the DLL or the Delphi bindings file. I am not sure if the functions was renamed, Josh forgot to add it or so ... However, I would like an explanation as well as the function back, as soon as possible. Thanks : - )
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Yes, and we'll have something like this set up within a month. You'll be able to look at your account and download products, and hopefully have your reg keys stored.
I am also attempting to create a community market where you can just sell any items you want without my approval, basically like Turbosquid. I'll have more information as it develops.
Great to hear!
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Josh, wouldn't it be easier for the customers and you if you only allowed payment if they registered on the forums? And mail them all the data to their forums account (which is usually more accurate than the paypal address too).
Just an idea though.
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This stuff gets annoying.
Josh, please reply that you actually read it and if you want to make time for this (yes/no).
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There we go again. I really need some of these functions at this moment.
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Bump..
Come on Josh. Don't ignore this thread and our e-mails. We know you're busy with LE3. But this is something a lot of people need at this moment.
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I thought the OP's question was about trying to find the right engine for an MMOFPS?
And the topic evolved to making games and when you're ready to make a great project.
Anyways, I didn't continue with school to start with indie game developing. Which goes great so far.
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Bump. I kinda need this.
Edit: I emailed Josh about it.
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My team is my parents and me. No I'm not a kid I'm 17.
I'll talk with to them to see if we can do a mmo.
Really. Stop with your idea and try to make something else. MMOs are nearly impossible to do for just a few clan members or people.
But then again it's an advice. Do whatever you want.
@ Lumooja: What are you talking about? How can SDL_net be related to the use of controllers. Plus: Raknet can handle a lot more players than 64. I've seen Raknet projects that handle 500 connections fine. I don't think there's actually a hardcoded limit.
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Leadwerks any day. As said before, you will need to write all the (net)code yourself though. However, if your team found UDK to much to handle then you might want to start of with a project far more limited in scope. Doing an MMO as a first ever project is bound to fail.
Actually, any idea as a first project is bound to fail. First make some test projects for yourself.
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Death Statue WIP01
in Showcase
Posted
Everything looks absolutely fantastic.
But why didn't you make a decent trailer instead of this (sorry to name it this way) piece of ****? W.I.P. pictures should be done with text with them to explain the situation. While the actual ingame shots should be in a separate trailer.