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Blog Comments posted by Admin
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Super secret: If you create a compiled LuaJIT object and use the extension .luo, it will actually work right now. So yeah, that is something that has been considered and is likely to be implemented in the future.
That wouldn't prevent derivative works, nor would you want it to; if you make a cool script, other people should be able to use that in their items. But it would prevent anyone from modifying it or viewing the contents. I would only recommend doing that if you have something you are selling that has very well-defined inputs and outputs that won't change. You certainly don't want to break compatibility for your users.
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oh this sounds it'll take another month till 3.1 released, ...
I'm kinda sad right now.
Don't worry, the release will not be held back for this. We're just figuring out some final deployment stuff right now and giving the testers a little more time.
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It's not implemented yet, but yes, that is what's planned.
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I have thought about it...and now I have a Steam controller...
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Leadwerks 3.1 Pre-orders Now Available, Indie Edition coming to Steam January 6th
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
All Kickstarter backers who got a reward with any version of the software will get a free Steam key for the Indie Edition before January 6th. Even if you don't run Windows, hold onto this because the Linux version on Steam will have some special features.Finally, if I pledged for the KS and I get 3.1 when due, is there anyway to get that Steam Indie Edition as well either for free (preferably) or for a low atractive price? -
Leadwerks 3.1 Pre-orders Now Available, Indie Edition coming to Steam January 6th
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
An option for Paypal has been added in the store, for your convenience.
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Just to update you on this, we have seen absolutely no problems on ATI graphics cards on Linux so far.
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That approach is great for debugging high-level gameplay stuff, but can't replace a C++ debugger.
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There will be a small update later this week. A scale field will be added, and a few other fixes will be made.
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There is one terrain per world, centered at the origin.
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We switched to an exact solver recently, which provides more stable results but can take a lot of iterations. Will look at it more closely. I would expect it to perform the worst in a stacking situation.
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Beginning work on Leadwerks 3.1
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
We're still quite a ways from having this, and there are lots of small improvements that can be made to the 3.0 workflow. Without giving a release date, 3.1 is still early in development.
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Leadwerks 3 Update Brings Rendering Enhancements to Mobile
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Since the previous comment, we've added a project update feature so you no longer have to copy updated files manually from our original templates.
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Leadwerks 3 Update Brings Rendering Enhancements to Mobile
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
I should add that for mobile projects, the following files have changed and need to be updated in your projects:
(YOURPROJECT)/Projects/Android/jni/main.cpp
(YOURPROJECT)/Projects/iOS/(PROJECTNAME)/ViewController.mm
A low-level addition had to be made so render-to-texture would work on mobile.
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You could make a CSG object cast a dynamic shadow, but this isn't for making shadows on the entire game level. It's just for making single objects cast a directional shadow.
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Casting or receiving?@Josh Do these work on CSG too or just imported models?
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I think you are going backwards. I thought the site looked pretty darn good. Now not so much
Really? All we did was make the header shorter and span the entire page.
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Leadwerks 3.0 update now available
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Im a bit confused about this:
After the update i have created a NEW lua project and created a NEW map, when i try to run it, it errors with:
Map file version 12 not supported.
You also say:
If i do that then create a new Lua app, i cant run it as they are missing?
Andy
Andy, delete the files stated above and then compile your executable when you create the new project.
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$199 per platform:
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Yep, when you attach a script to an entity it exposes any functions marked in the script.
All of this runs in tandem with your C++ program. You can code the entire game in C++ and just use Lua for simple game level logic, or just use pure C++ if you prefer. Most games will probably work best with a combination of C+ and Lua.
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We can't just use arbitrary sized floats because we have to interface with files, the GPU, etc.
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Rewerking the Asset Class -or- Back that Asset Up
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
All those solutions like smart pointers and garbage collection usually lead to much worse problems:
http://www.codingwis...or-retards.html
If you are afraid of managing your memory manually, you should be terrified of debugging memory leaks when memory management is automated. I've done it, and it's a nightmare.
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The brush class is complex, and it's not something I want to users focus on.
Leadwerks Standard Edition Brings C++ Game Development to Steam
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Posted
Leadwerks on Steam has additional features like screenshot and video publishing, Workshop integration (in progress), and other features that may be added in the future. Games made with the Steam version can still be published anywhere you want, not just to Steam.