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The way we use OpenGL is equivalent to DX10.
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Topic hijacking is a serious offense and will result in a temporary ban.
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The source code license is priced for professional studios, and the Leadwerks3D source license will be more so. However, you are unlikely to need the source, since the library is very flexible. I encourage you to try the evaluation version and ask any question you may have in the forum here.
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-Mobile game sales in 2010 increased 46% from the previous year.
-Games through social websites increased 66%.
-At the same time, console game sales decreased 29%.
This is good for you. The days of the monolithic AAA studio making games for inferior hardware are coming to an end. They had a profitable run, but the party's over. The shift from consoles to mobile mirrors the switch from PC to consoles exactly.
http://www.megagames...e-consoles-soon
http://www.vgchartz....across-the-boar
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Crysis2 does it using a textured point light.
If you assign a material with a texture in slot 0 to a light, Leadwerks will do the same.
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And on that note, I think we'll close this topic.
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I have a problem with the use of the logo here, and this is a good time to talk about it. I'd prefer if people use this image from now on:
http://www.leadwerks.com/werkspace/files/file/236-powered-by-leadwerks-logo
This will avoid confusion so people don't think your project is made by Leadwerks, so you get full credit for what you're doing. It's also not good when people start modifying the logo or adding their own slogans to it, because a person who sees it may not realize that's not Leadwerks the company's message or product.
Everything looks good for inclusion of LE.Net. I am going to wait a couple weeks so I can write a release a proper announcement about support for C#, and make a big deal of it, and I want to stagger news releases.
Thanks!
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You can give this a try, if you want. Warning: It gets installed in the default LE directory, so rename your SDK folder before you install this:
http://www.leadwerks.com/werkspace/page/Products/le2/_/evaluation-kit
This demo allows programming with C++ and BMX, and includes the full header. This is quite a bit less restrictive than past versions, but it's really not fair to expect programmers to pick up the engine without being able to program in it first. The DLLs and some EXEs expire after 30 days, but our best anti-piracy measure is the website.
This also means you won't be able to tell pirates easily in the beginner forum, but what we care about most are the potential customers, not the non-customers. If someone is hanging around the beginner forum for more than 30 days, they can probably be ignored or banned. Screw them, we're not going to drive away the real potential customers for their sake.
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58 referral clicks have occurred since yesterday. Thanks guys.
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The simple answer is you will not get short changed with the BMX include file. Right now I am only declaring procedural commands as they are needed, but the finished C API and BMX include file will be complete.
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I have unapproved all files reported broken in the Asset Store. Here is a list of the missing files.
I am not sure if you can still see the file if you are the person who submitted it. If you can see it, then please upload your file again and report the file, with a note it is fixed.
If you have any of Gimpy's stuff, please send it to Josh in a PM. Thank you,
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The behavior of the C++ programmers here has convinced me to add a BlitzMax programming forum.
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GUI commands will be included.
Adjusting all your settings at startup is a bad idea. Instead, you should have an options menu to configure settings, so you can change them without restarting the game.
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LE3 uses the .mdl format, which at this time is just .gmf with a different extension. The editor automatically "converts" GMF files to MDL (by making a copy and renaming them). Even if the MDL format deviates from GMF, the editor will always automatically convert them for you.
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Are you sure the user name is "leadwerks.chsarp"?
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Relay
in Programming
The arguments are marked on the line connecting Button0 and Platform, in the order they will be supplied to the function. There will be a visual representation of the available arguments, even when nothing is connected to them.
Lua allows a fair degree of flexibility without crashing, which is probably why the Crysis flowgraph editor works pretty well.
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You guys should see this thread, it's important:
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The last answer is correct. The instances get added into the vegetation data structure dynamically when a scene is loaded, and they are just stored as raw data.
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I would use a brake force, and just keep applying it until it stops. To keep it from going negative, you could do multiply the vehicle's velocity on it's own z axis by some number between 0 and -1, and that will cause it to gradually slow and stop.
So you're adding negative torque to make the car slower instead of faster.
The calculation that takes the distance traveled and turns it into rotation is below. The reverse of this equation would take the tire rotation speed and convert it to ground speed:
Local c#=2.0*Pi*radius lastposition=tformpointm(lastposition,Null,vehicle.parent.nextmat) dist = position.z - lastposition.z turnspeed = dist / c * 360.0
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Download the latest version 5.6 from the 3D World Studio product page.
Maxthon Browser Having Trouble With Site
in Tech Talk
Posted
It looks like it's not considering the z-order of elements. I'm not going to test the site with this browser, though.