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Posts posted by Admin
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Can you find out the size of the System::Arguments map? It does not make sense that "Key: " is getting skipped in the last line.
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Same results here...testing...
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Can't produce without example to run!
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Yes, Leadwerks 5 will support high DPI monitors. The GUI will scale to fit the DPI.
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@ZioRed why does your avatar say "Senior Programmer" above it? ?
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For syncing animation, there will be some new functions that save and load the entity animation stacks.
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7 minutes ago, TheConceptBoy said:
Ok, so could please clear something up for me as now I'm confused....
What in the world is this?
and What is the difference between this?
I'm genuinely confused. I thought Leadwerks was the one being retired to make way to Turbo Engine...
Same thing. It was first called Leadwerks 5 and then name was changed to Turbo. I'm not sure how I should present it right now.
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You probably cannot do that. Maybe there might be a way to use an alpha channel for specularity, but the terrain clipmaps are a pretty specialized system.
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The Pro version adds C++ support. The Enterprise version can be installed without Steam.
There are probably two more versions of Leadwerks coming out, and they are free updates.
Turbo will be the next game engine and will replace Leadwerks, but it's at least a year away.
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5 hours ago, Monkey Frog Studio said:
Thanks for responding, Ma-Shell. But what I am really wanting to find out is if there is an advantage to using brushes to build level geometry vs. models, as far as performance in the game engine. There is an advantage when creating the geometry in the editor because you don't have to UV map brushes, textures instantly tile, and any CSG brush can be manipulated at any time (made longer, taller, etc.).
No difference at all. The CSG tools are just there because they are convenient to use.
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New FBX converter is on the way thanks to Brad's help.
- Normals loaded from vertex normals or smooth groups (previously only smooth groups were used).
- File units are accounted for and model is scaled to meters (previously the raw positions were used regardless whether the file was saved with inches, centimeters, etc.
- Updated to latest FBX SDK version.
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In the above screenshot, it would be in "Templates\Common\Materials".
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Fixed in next build.
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if you get the VR eye buffer and draw it that is not the same image that is actually drawn on the headset display. Did you use the actual headset to view?
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Free updates for life = dead company walking. You can be sure any software you like that uses this model will die out in a couple years unfortunately.
We’re actually moving towards a subscription model, but the single licenses will still be available for those who want that. Leadwerks 5 will cost something, although I have not thought about the pricing for existing users.
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Add post-processing effects.
Add more post-processing effects.
Develop a color palette for your scene and use lights to express it.
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The two visual problems will be fixed this evening. The water physics thing is being investigated.
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The compiler might be optimizing out that loop entirely since it doesn't do anything.
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Thanks for pointing that out. The correct function to use is Camera::GetRange(). That page was written before the deferred renderer made lights an extension of the Camera class.
http://www.leadwerks.com/werkspace/page/api-reference/_/camera/cameragetrange-r202
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Presently, SSR creates a reflection based on the specular value at each pixel and roughness is ignored. In the future the screen color buffer will be downsampled to make a blurry image, and then used in combination with the roughness value at each pixel.
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This has been silently added as part of the new GUI system that is still in development.
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Joking, but I have actually had that discussion before and was corrected.
[4.6 + Linux] Agument Flag Fragmentation.
in Leadwerks Engine Bug Reports
Posted
Can you print out the contents of argv to verify it is correct?