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Admin

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Everything posted by Admin

  1. See Entity::Follow: http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entityfollow-r697 Looks like we missed the example on that one.
  2. We don't store any credit card information in our database or on this site. It goes straight to the merchant service through an SSL connection. We never even see the information.
  3. Thanks, we'll get this sorted out. I know what's going on there. If you don't want to wait for the fix, you can extract this to /Library/Frameworks/Scintilla.framework Scintilla.framework.zip
  4. You can try Leadwerks 3 for Windows now: http://www.leadwerks...evaluation-kit/ Open "start.map", then press F6 to launch the game. Our immediate priorities are as follows: Compatibility on a wider range of hardware, including Intel integrated graphics chips. Performance optimization. Refining the editor workflow and making small adjustments as we use it more. If you do not have the Visual C++ runtime distribution you must install this:
  5. That isn't designed to make money, it's designed to destroy the market for indie game engines. Walmart does the same thing..
  6. As the needs of our community have grown and changed over time, we've constantly improved our web technology to what it is now. However, there are some old sections of Leadwerks.com that have valuable information, nice content, or are merely fun to look at for sentiment. Leadwerks 2 documentation will continue to be available here: http://www.leadwerks...cumentation/le2 Wiki: http://leadwerks.com/wiki/index.php?title=Main_Page Tutorials: http://www.leadwerks.com/werkspace/page/tutorials/_/legacy/ Old Gallery: http://www.leadwerks.com/werkspace/page/videos_legacy Even older version: http://www.leadwerks.com/werkspace/gallery Old video gallery: http://www.leadwerks.com/werkspace/page/videos_legacy Old downloads section: http://www.leadwerks.com/werkspace/files/category/39-legacy/ And the really really old forum from years ago can be found here: http://leadwerks.com/forum/
  7. Admin

    Gameplay!

    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.
  8. Look at the light bulb material in the underground scene to see how to do this.
  9. I always use the current time as the frame number, divided by some number to make the speed faster/slower. It just works. You can add forces without worrying about modulating them.
  10. Admin

    One Little Thing

    We can't just use arbitrary sized floats because we have to interface with files, the GPU, etc.
  11. Lighting is performed as a post-processing step, so you can write shaders without worrying about it.
  12. The editor automatically converts textures from formats like PNG, TGA, BMP, JPG, DDS, PSD, etc.
  13. Yeah, the default install location is "C:\Leadwerks Engine SDK" because Windows UAC screws up a lot of things.
  14. Your key was sent to the email address on your account. I checked and the email domain is @hotmil.com, so maybe that is supposed to be @hotmail.com?
  15. 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.
  16. Admin

    Left 2 Do

    The brush class is complex, and it's not something I want to users focus on.
  17. It's power-of-two you should worry about, not square. 512x1024 is perfectly fine, for example. A non-power-of-two texture will probably work fine on everything out there. However, it won't have mipmaps. I would only use these for 2D graphics being drawn on the screen, and would certainly not use it for a 3D texture.
  18. Leadwerks 3 is a new game engine purpose-built for mobile. By building the entire platform on pure native code, Leadwerks aims to bring a new level of performance and flexibility to 3D mobile games. After two years of development, the team is now beginning a closed beta test. Select members of the community will provide feedback and testing so that final bug fixes and refinements can be made. You can sign up to our mailing list for up to date information as we finish up development of the new Leadwerks. Visit www.leadwerks.com to learn more.
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