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About Averice

  • Birthday 01/22/1990

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  1. Averice


  2. If you look in what are you working on thread I have been using perlin noise for terrain generation using blocks and pure Lua, would work the same using a prefab and instancing it.
  3. I haven't run it either but by the sounds of it they're talking about some sort of visibility meter that knows when you're being lit up by a light source.
  4. Probably is, It's from the unity asset store.
  5. Woo adding caves in the terrain generation, still very early.
  6. Polygon fill would be great it means I could port my gui to be rendered in 3d space easily!
  7. As a side project I've started working on procedural voxel terrain generation, it's got the basics of a chunk system, and perlin noise. Here's a picture of 1 generated chunk.
  8. I can add an onrelease mechanic to this tomorrow as I'm on my phone right now and typing code is difficult on this. It's not too hard just an extra variable for the loop on each key.
  9. I think I posted this module on the forums in order to help someone a few weeks ago, but I thought It'd get more use if I created a blog post so it doesn't get diluted down in the forums. I've written this event module to make it easy to add keyboard and mouse button binds and it's come in handy to me for quite a few little scripts. Once again excuse the poor spacing as copy and paste here seems to remove my tabs. event.lua -- Event module written by Averice event = {} event.inputBinds = {} event.mouseBinds = {} function event.CheckInput() local succ, err; for key,tab in pair
  10. debug.traceback is what you want.
  11. Menu is slowly getting there.
  12. SplashScreen is an instance of CState not a new derivative class, I know semi colons aren't needed just a habit that I don't see the need in breaking. I try to make these modules self contained, so any errors are reported to the user instead of crashing the game, CStateManager checks if a CState is being pushed onto the stack, if it's not a CState it isn't allowed. The inheritance in my class module is used to have base classes with inherited values, whereas the SplashScreen in this example is just a class instance with modified public methods ( I know they're all public being Lua since w
  13. I released an OOP class sytem for leadwerks last time this time I'm going to post my StateManager class which I use to control all the gamestates for the game I am working on. If you don't know what a Statemanager is or what my interpretation of one is I'll run through it quickly. Generally speaking it's just a stack full of 'states' each state has a list of functions with identical names but different internal functionality, the game will call these functions but ONLY for the active state, say your game has a Draw function but you want a splash screen with a Draw function, you'll separat
  14. Averice


    http://www.leadwerks.com/werkspace/blog/154/entry-1390-more-gui-work/ I'm working on one as I write my game it's independent of all game code bar my event module which can easily be packaged with it, it's not far from completion.
  15. Thanks for the feedback everyone, I'll post a new picture once I get some more stuff happening in the scene to avoid posting the same scene 4 times haha. Good eye panther, the seats were out by 1cm, no I didn't make the models, I originally started this project in unity and had bought the model pack from the asset store so I just dropped them into Leadwerks and continued using them it was a pretty seamless drag and drop and they were able to be used which was nice, the only thing I had to do was re-add the materials to them which took about 5 minutes. The unity asset store has some really
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