JetBrains
-
Posts
19 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Posts posted by JetBrains
-
-
So i was discussing UltraEngine with a friend and while adding multiplayer support with C++ would be trivial. How would you go about doing that if say you only bought the basic edition that only has LUA support?
-
Any updates to this issue? @Josh
-
No worries, It's early access.
- 2
-
Alright so currently their isn't a fix until AMD gets back to you? Is their a way to force it off for now?
-
I have tried deleting the project and creating a new one. I have also tried using the dev branch and deleting the project and creating new one and i get the same results.
-
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.
- 1
- 1
-
Does anyone know roughly when abouts Ultra Engine may release. I love Leadwerks and I want to preorder but I want to grab it when it's close to release.
-
Is there any way to make leadwerks compile 64bit? I seems to be just missing 64bit libraries to compile.
-
So I see talk of the Leadwerks 5 beta quite often, how does one get access to the beta?
-
Thanks that is exactly what I need!
-
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
-
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?
-
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?
-
If you would succed making it, i'm pretty sure many of us would be ready to pay to have it.
I have PhyX working and now im working on particles and turbulence
- 2
-
thanks that is what ill do i plan to use all nvidia's vfx etc... i do have a standard license by the way.
-
Is there any way i can disable the physics engine i want to integrate physX?
- 1
-
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();
-
My idea was that you should have a system to make tool sets for the map editor, because the editor doesn't have a vegetation paint tool and it would be nice to add our own custom tools.
Networking Support for LUA?
in General Discussion
Posted
Wow that was quick nice work!