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About Lunarovich

  • Birthday 02/28/1978

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  • Location
    Lausanne, Switzerland
  • Interests
    Programming, visual arts, science fiction

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  1. I was wandering, what will happen to the Leadwerks 4? Will it be discontinued? Will it receive updates?
  2. Simply does not work under my (L)ubuntu distro. Crashes at the very start. When I run it from the console I get Initializing Lua... Warning: Lua sandboxing disabled. Executing file "/home/darko/.steam/steam/steamapps/common/Leadwerks Game Launcher/Scripts/Error.lua" Executing file "/home/darko/.steam/steam/steamapps/common/Leadwerks Game Launcher/Scripts/Main.lua" Error: Failed to read file "/home/darko/.steam/steam/steamapps/common/Leadwerks Game Launcher/Scripts/Main.lua". Error: Failed to execute script "Scripts/Main.lua".
  3. I've just added a code that uses shaders and buffers to create a custom texture... http://www.leadwerks.com/werkspace/topic/10311-drawing-dynamic-material-on-models-and-similar/#entry100219
  4. For the sake of completeness, here is how I use a custom shader to procedurally create textures... -- NB: we have created previously a model and stored it into the model var local surface = model:GetSurface(0) local material = surface:GetMaterial() local shader = Shader:Load("Shaders/Model/diffuse.shader") material:SetShader(shader) -- Save ref to the current shader & buffer. local context = Context:GetCurrent() local defaultShader = context:GetShader() local defaultBuffer = Buffer:GetCurrent() -- Specify a TEXTURE size. local textureSize = 128 -- Use a custom SHADER to draw a te
  5. Thanks. I know about that. However, this driver does not support my card. I've bought today nvidia geforce. I just can't recommend AMD cards if you are Linux users. At least I do not recommend cards that are not supported by the new AMDGPU. However, AMDGPU does look promising.
  6. Is there any info on the new AMD driver? I am using Ubuntu 16.04 with radeon drivers and can't run LE. I don't want to go back to 14.04 and install fglrx drivers since those are not being developed for almost a year or so now...
  7. I agree with Roland, Josh. You should put your effort into further developing this wonderful engine. However, I do understand your desire to improve asset side of LE games and I do think that workshop is the way. However, there is also a programmatic side to the poor content quality of LE games comparing to other engines. For example, if there were no Shadmar, there would be quasi-zero post-processing effects for LE. What is more, you cannot control post-processing effects from the code easily, which goes against the philosophy of LE. That said, I think that users would rather like
  8. As a matter of fact, imported models from Blender - exported via Leadwerks exporter - always show up as smoothly shaded, so I always have to recalculate normals in the LE model editor. This is somewhat tedious, cause any time I make some Blender adjustments, I have to redo the model editor recalc normal thing. So, out of curiosity, do your blender settings aleviate this boring task?
  9. Two thumbs up! This announcement obliges you to go on! Otherwise, we would be dissapointed... Two thumbs up for the announcement
  10. Thank you! I am definitely thinking about writing a follow up tutorial, but do not have time at the moment.
  11. Thanks! Shadmar is sure an everlasting inspiration And I find LE particularly well suited for post-processing because of the ease of use and transparency. It simply gets out of the way to let you apply the general knowledge floating around the web. The only problem is the lack of LE specific intros. The issue I'm trying to address with this tutorial.
  12. Thank you! @tjheldna The idea is to explain LE specifics concernig effects and give a basic tutorial on post processing itself. So, there are two goals. In the next tutorial, I'll explain how to use math functions and how to make time-based animated effects. Basically, I'll adapt this tutorial for LE. And the rest is up to you "If you give a man a fish, you feed him for a day. But if you give him a fishing rod, you feed him for a lifetime". Well, this could be a good motto for this tutorial
  13. You could say so. It is a tutorial on one kind of shaders - post processing effects. They are easier to grasp than model shaders, since you don't need to know linear algebra. Although, it wouldn't hurt
  14. Thank you! I've created a basic, "do nothing" post effect script using your pixelate shader and removing the code for the pixelation
  15. Post effects are shader programs written in OpenGL Shading Language (GLSL). We use post effects to influence the entire look and feel of a scene. We refer to these effects as "post" effects because they are applied right after the scene has been rendered. They produce a fish eye effect, color an entire scene in grayscale, etc. In each frame of a game, a post effect iterates through every screen pixel and manipulates its color value. You can find post effect programs in LE project Shaders/PostEffects folder. You apply them either via Root of the scene in the editor, or via Camera:AddPostEff
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