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At this time, our art forums are specifically for LE. Maybe in the future we'll have general artwork discussions, but right now there isn't a big need for it.
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Cost of implementation
Bullet medium
Havok high
Newton low
PhysX high
Performance
Bullet good
Havok good
Newton good (can run asynchronously and use multiple threads, so LE2 physics speed is not as fast as it can get)
PhysX best
iOS/Android support
Bullet yes
Havok no
Newton yes
PhysX unknown
Soft bodies
Bullet yes
Havok yes
Newton no
PhysX yes
Destruction
Bullet unknown
Havok yes
Newton partial
PhysX yes
Forest physics (for lack of a better term)
Bullet unknown
Havok no
Newton yes
PhysX no
Source included (not too important to me, but...)
Bullet yes
Havok no
Newton yes
PhysX no
Based on the lack of iOS/Android support, it looks like it comes down to Bullet vs. Newton. Bullet has soft bodies but Newton has the special forest physics that make our big scenes possible, and my Newton character controller works well. It's a tough call.
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DSL.
I think it's supposed to be 3.0Mbps down and 512Kbps up.
I think cable costs about the same, and has better speed.
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Maybe LE 3 can have a plugin for whatever library you want to use, which would be useful when the user wants to use his own custom SDL and not rely on any hardcoded library in LE 3.
You are free to implement your own drivers for device input, window creation, etc.
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That's the point of the processor...to get rid of the hierarchy and collapse everything into a single mesh.
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I don't know of any exact examples of Blender animations off the top of my head, though it has been done. Leadwerks provides an FBX to GMF converter. If the animation did not show up correctly in Leadwerks the only reason would be because the FBX file data was somehow incorrect.
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The GMF processor collapses the mesh hierarchy. So if you do that to an animated mesh, it won't be animated anymore.
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Ok! the lua scripting is powerfull and fast on Leadwerks?
Can I create all the logic of my video game on C++? maybe I should use LUA script for somethings?
Thaks again for the answers!
The Lua speed is fast, because it is using LuaJIT, so it's really compiled code. You can write your whole program in Lua, or just use scripts attached to entities, or don't use script at all.
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The code he posted creates a framework object and sets the Lua variable to that object. Do this first, then load your world, and all scripted objects should have access to the framework object, which is used for advanced rendering settings.
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- Is there a way within the engine to get notifications of windows messages? These are required for subsystems being written, such as custom input.
A custom buffer allows you to create the window and handle messages yourself.
- Is there a way to disable the input system? The poll method versus event method isn't optimal for the UI subsystem we've written.Creating your own window and a custom buffer bypasses the mouse and key input.
- Is there a way to load worlds without the need for a graphics pipeline for use with dedicated servers and such?Not at this time. Version 3 will support a no-graphics renderer.
- Per vertex color blending on Terrain. This can yield better visual quality when used on maps as you can tint the terrain without using separate textures. Consider the idea of darkened terrain to make an area look soggy, or burned ground that has blackened hues.You can load a background texture and adjust the blend level of each layer. Using a color array in the vertices wouldn't be good because the appearance would change with the LOD level changes.
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Another question, how do I utilize LUA or XML inside of c\c++? Do I have to write parsers for each or whats the process involved there?
The GetLuaState functions returns the global Lua state, and you can use the Lua library from that point on.
what do you want see in leadwerks 3.0
in Suggestion Box
Posted
You can now post separate requests in the forum here. If you have already requested a feature in this thread, you do not need to re-post it:
http://www.leadwerks.com/werkspace/forum/42-feature-requests/