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Admin

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  1. Can you please try updating your project? Do this by going to the File > Project Manager menu item and then pressing the "Update" button.

     

    The memory block size there is equal to 2048x2048x4, which is an uncompressed 2048x2048 texture. The texture has been compressed in DXT1 format and is now only 5 mb. It is clear from your log above you are loading the old bigger file which requires a large block of contiguous memory.

  2. If this statement is true, than i do not see any reason for using LeadWerks.

     

    Buying an Engine is an investement in money, but even more on time you need to learn. It takes months before you're able to really work with it and before you really understand the concepts to build a real game.

     

    And as LeadWerks does not provide an offline documentation (like most other engines do) you need this somewhere on the company WebSite.

     

    So if the product and all related documentation simply disappears, only because the developer decides to do something new, this investement is very unsafe.

    Documentation is online because it can be easily worked on by multiple people at once, and it gives us the ability to instantly update the users with new information. There is a pinned thread at the top of this forum with links to older documentation and legacy sections of the site.
  3. Don't worry, your map has not been destroyed. In the same directory you will find a file called "start.map.bak1". This is your original map. Just rename and load it.

     

    Some of these design decisions can get very weird. If we update a map, we want our users to get that change. But obviously if they have made changes we don't want to overwrite them...unless we do! Maybe they messed up a project and want to restore it to its default state.

     

    If they make a change to a file, and then we make an important change, what should happen? I chose to make a backup of the original file in the same directory, and then copy our version into the folder.

  4. Tutorials for different versions of Leadwerks are presently located in several places:

     

    Each step was logical at the time, but it has resulted in fragmentation and confusion. With 3.0, it made sense to create a new database and separate that information. When Steam was integrated, we tried to leverage Steam Guides as an alternative to our own database, due to its higher visibility within the Steam ecosystem. Although Steam has worked great for hosting screenshots and videos, and our participation rate on these items has gone up, Steam Guides have resulted in lower participation. There's a lot of valuable information the community has created, so we need to make that easily accessible to the community and encourage new content to be written.

     

    These items are going to be consolidated into the original Leadwerks 2 tutorials database. It has the best template layout, and is set to auto-generate forum threads in this forum when a new lesson is added. Leadwerks 2 tutorials in this database should be moved into the "Legacy" category. Threads in this forum cannot be replied to, but it provides a visual cue on the main board page on the latest entries, so your lesson will not go unnoticed.

     

    To clean up this situation, the following needs to occur:

     

    Thanks for your help. We have learned what works and what doesn't, and this will not be changed again.

  5. I've been considering adding scripts to materials in the same way entities work. This would not work on a per-entity level with batched rendering, but characters aren't batched, so in that case you could send some different variables to a shader for each instance.

     

    You can also just use Asset::Unmanaged to load a unique copy.

    http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/asset/

    http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/model/modelload-r352

    • Upvote 2
  6. Yes, it's just a little convoluted:

    PhysicsDriver::GetCurrent()->virtual void SetCollisionResponse(const int collisiontype0, const int collisiontype1, const int response);

     

    That should really be simplified.

  7. @ Admin. Maybe it would be better to say detailed Docs and tiny was the wrong word do use... my apologies there.

     

    One example of some information that appears no longer current and will confuse new users. I got there by going to Documentation/User Guide/ Workflow/ Lighting.

    http://www.leadwerks.com/werkspace/page/documentation/_/user-guide/lighting-r685

    Thanks for the info! :)

     

    Regarding, future plans, the mission of Leadwerks is to turn players into makers. Long-term future developments are centered around this idea.

  8. Ok so I'm going to ask, what is potentially, a stupid question. What does the future look like for Leadwerks? I've looked at some of the Steam reviews and people show some concern over the longevity of the engine. I know the company has been around since 2006. I also know that a small team can keep going (C4 engine is still going).

     

    I've spent quite a bit of money on engines and other tools with the high hopes. I want to make sure that my investment in Leadwerks will be wise. Linux (editor & build) support is the biggest reason for discovering the engine.

    Leadwerks has been around since 2006 and is experiencing record sales. It was a lot of work to get to this point, but the future looks very bright.

     

    Leadwerks leaving a new user to search the forum or using the docs which are mixed up with 2.5, 3.0 and a tiny bit of 3.1 stuff.

    Where are you seeing this? The documentation is designed for 3.1.

  9. There is some ATI extension for selecting a particular discrete GPU when multiple GPUs are in use. ATI switchable graphics do not provide any mechanism for the programmer to specify that the discrete GPU should be used. The user has to create a profile for the application.

     

    Nvidia/Intel discrete graphics can be enabled just by importing this C file into your project:

    //Hack to force NVidia discrete card when integrated graphics are present:
    //http://developer.download.nvidia.com/devzone/devcenter/gamegraphics/files/OptimusRenderingPolicies.pdf -  Page 3
    #include <windows.h>
    _declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;

     

    This is automatically done in Leadwerks 3.1.

    • Upvote 1
  10. The rules of the Steam networking commands are basically just: you can send any data to any SteamID at any time, and receive data from any SteamID. There's no connection to make and break, and it's just automatic. So it's ridiculously straightforward, although there is certainly a tradeoff.

     

    Valve employees have told me it is okay to distribute the Steamworks DLL, since it is statically linked to the Leadwerks, library, without initializing Steam.

     

    Savegames actually can be stored in Steam cloud right now, but it's not documented or officially supported. smile.png

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