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JetBrains

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Posts posted by JetBrains

  1. 5 hours ago, Josh said:

    The more people pre-order, the faster I work!

    I can't say how long it will take but the editor is going pretty fast. I'm starting the 3D scene editing now.

    Nice! In that case I will definitely preorder soon. I did see someone mentioned they would love to see a shader editor and you mentioned that would be a feature you would like to add. One feature I think would be a huge upgrade to Leadworks would be a ui editor like Unity or Unreal has. 

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  2. So i'm working on cloth physics for Leadwerks, I have it working in my own engine perfectly and i'm trying to convert it over to leadwerks. The problem i have run into is that i'm not sure how to create a mesh in Leadwerks the same way i do in OpenGL, I assume that Leadwerks handles all that in the background with simplified functions instead. But is there anyway to create a mesh out of verticies through code at the moment?

    P.S Josh if you happen to read this hook me up with leadwerks 5 :)

  3. Im just wondering how C++ works now because when i last used leadwerks i had the option to choose either a C++ or Lua project. I do realize that in the project folder there is still an sln but the code is different then it was then now i have all this Interpreter stuff. Do i need that code if im not using Lua?

  4. As i stated in my last thread i am going to use the nvidia libraries but i am stuck on one issue.

    1>PhysX3ExtensionsDEBUG.lib(ExtDefaultSimulationFilterShader.obj) : error LNK2038: mismatch detected for '_MSC_VER': value '1700' doesn't match value '1800' in App.obj

    i am using all the debug libraries and the toolset is set for v12 i was wondering is leadwerks using some sort of release libs when i create a C++ project?

  5. When i try to do the code below it gives me an access violation. Also i have tried using the gun sound for the auto pistol and same thing any ideas?

    Sound* ambient = Sound::Load("Sound/am1.wav");
    ambient->Play();
    

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