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Blog Comments posted by reepblue
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Renamed my class GameSpeaker. I think I'm going to remove SetSourceEntity() in favor of a function within my BaseActor class.
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J'adore! ?
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2 hours ago, Josh said:
"Speaker" is definitely a better name for the class than "Source". I'm taking that.
Good. But now I need to find a new name for my class. ?
Maybe you can modify EmitSound to have a parameter so it'll do the copying of the Speaker for you. IDK I recall that "feature" making me upset using Leadwerks as I didn't expect it to auto release my objects
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Quote
Sprites are no longer a 3D entity, but are a new type of pure 2D object. They act in a similar way as entities with position, rotation, and scale commands, but they only use 2D coordinates:
So, what about the 3D sprites? What would they be called? Billboards?
Overall, this seems much more easier to understand. With SVGs, we can now have round HUD elements without fears of rasterization!
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While I think we should have less tutorials, example content is a must. I myself learn things by looking at examples, and then modifying those samples to make it do what I want it to do. Samples should both be freely available and on the market place.
We should also have a tutorial on the editor, and where everything is/what it does. But otherwise I agree; no "How to make an FPS shooter" this time. Give them a template and let them be creative. ?
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3 hours ago, Josh said:
Yes. The voxel raytracing system will hopefully handle this.
Make this another property in the json file so it can be toggled. ?
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Really cool. I have some assets that I'm working on in which I can't wait to use in Turbo. ?
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I'll look at this when I get home tonight. Really cool.
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Neat. Is there a specific entry function for the start scripts, or just it just "import" the script into memory?
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3 hours ago, IgorBgz90 said:
Thanks. In fact, everything is very simple?
Not a C# user, so bare with me.
From the looks of it, it seems you need to export every fiction call via a wrapper function. Wouldn't that just be silly in real use cases? I'm sure there is a better way.
Still neat tho.
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Seems like a lot of work, but very cool.
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Gave this a go, really neat. Minus the artifacting when you make the window bigger from a small size, works really well. Really stoked about the Vulkan implementation, and I'm sure this will pay off.
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Well done. Hopefully you'll adapt to this API and be a pro in no time. ?
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Darkness Awaits 2
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What about a VR game also?
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Really great, I'm going to need this when it comes time to convert my code for the new engine. I already have some macros in place for this.
Hopefully we can see a new beta of Turbo out so I can experiment with my actors.
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4.6 came a long way, you did good work. With this update, I can't wait to move forward with my VR project.
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As I mentioned here, I prefer using Windows to actually develop. I only really want to compile and run my apps on Linux.
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Really confused, I used to get the same errors as aiaf, but now I can simply just compile.
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I used my CodeLite project with Ubuntu 18.04 and besides the debugger not working anymore, (Might be a permissions thing) I was successfully able to compile and run my game application. Editor Launches as expected.
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I'll definitely give this a go tomorrow, thanks!
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58 minutes ago, Josh said:
Yes I think the picking issue is fixed.
i don’t think any dependencies are different.
Awesome. Again, I'll continue to bug hunt and test compiling on Linux this weekend. Maybe sooner depending on things. ?
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I will play with it this weekend. By any chance was this fixed in this build?
Did any depenences change now building with 18.04?
Leadwerks 5 beta Update
in Development Blog
A blog by Josh in General
Posted
Please do this so I can stop using aabb for triggers. Also ensure physics objects are compliant as they didn't work as intended in LE4.?