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Blog Comments posted by Lunarovich
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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".
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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
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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 to see PBR support in LE than a new action figure. Btw, a military action figure incites LE users to make utterly unoriginal and totally deja vu FPS games, but that is beside the point in this discussion.
Obviously, the workshop should do the work. Don't know exactly how... Maybe try with complete packs?
But let's not forget the programmatic side of making your games nice... More material shaders, more post processing effects, more CSG options and the likes... And let's not forget long standing bugs like Key::RButton or context drawing functions.
In my opinion, it's ten times more important to fix these bugs than to produce another drop of an action figure or a weapon in a sea saturated with every kind of boy's phantasies. Btw, I haven't seen any LE female user...
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Thank you! I am definitely thinking about writing a follow up tutorial, but do not have time at the moment.
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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.
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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
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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
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Thank you!
I've created a basic, "do nothing" post effect script using your pixelate shader and removing the code for the pixelation
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Thank you for this elegant lib.
A remark: there is no MouseHit event binding. I mean, it's easy to write it using what you've written so far. Do you consider adding it?
I'm asking this because I would like to use an "official" version in case you update it.
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Actually, I've tested the terrain rendering on my both Ubuntu AMD machines - a desktop and a laptop - and it is screwed in the beta as well in the stable version.
What is more, there is something wrong with the terrain collision detection, since a character sinks about a meter in in the ground, so the FPS player sees often things beneath a ground level.
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Thanks for this great tutorial. I can't stop repeating that we need official shader manual and tutorials. This one comes as an excellent substitution.
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I've just impelemnted SetPivot via shaders. It was not possible to do it via SetTranslation, since it translates canvas, so to say, and not an entity.
Anyway, you can now have entities rotating about an arbitrary pivot. See Main.lua for examples.
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Collisions detection and Raycast detection are the essential part of 3D games, without them there is no gameplay, some tutorials on that should help the beginners.
Agree! As far as I've read tutorials, collision detection is explained in the Marble game example. A picking (Raytracing) is absolutely essential to any kind of game, be it FPS, RTS or an adventure. Therefore, a tutorial on picking should be included in the base tutorial set.
Just for the record, I was not talking about essentials, but about the polished/professional aspect of the game. And shaders are must in this respect.
Anyway, I think that we should be threading the other thread now That of requests...
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I agree that it is far more important to have rock-solid basis than advanced development on the shakey ground.
Anyway, since we are using now Main.lua, the API docs should also take that fact into account and stop using the obsolete App.lua (eg. this API doc). Not that I cannot do a necessary adaptation myself, but it goes with the territory of rock solid foundations And not that I do not understand that it's not a small task, considering the volume of the API.
P.S. Shaders make integral part of LE suite and it would be thus important to have some guide on how to implement them in LE. It's the shaders that make one of the cornerstones of professionally looking games (or at least of that "wow" effect), IMHO, and knowing how to use them in LE (I'm not talking about teaching people OpenGL or shaders) would give us much more community generated shaders. This would give an edge to LE.
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Thank you!
Will there be any intermediate/advanced tutorial series? For example, how to load/save game (or part of it), or how to load generic files (for example, XML files) and how to parse them. Or yet, how to write shaders LE way, make procedurally models from vertex buffers / triangles and similar...
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Mine was a complete window manager and all its objects. I put it on hold after the setscale command didn't work correctly
On the other hand, I don't have an ambition to make a window manager. I just want to implement a barebones solid library that gives us graphical entities, properties and methods out of the box. At this point, I don't even want to implement such things as buttons, menus and similar. For example, I want to have a sprite with a method SetPivot. A nice addition would be to have a nesting hierarchy of entities, so that transformations of a parent sprite get automatically applied to children sprites.
Btw, @Einlander, do you plan to release your library? Another question: do you know how one goes to implement pivot?
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I think we all have at some point made a gfx library for Leadwerks.
Cool If anyone has something that is less basic and more consistent than this, it would be great to see it. A community project with contributors and maintainers would be even greater
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You're welcome Please do signal any bugs or inconsistencies. I feel that it's essential that we have something like this in LE.
Leadwerks Game Engine 5 Alpha Zero Released
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Posted
I was wandering, what will happen to the Leadwerks 4? Will it be discontinued? Will it receive updates?