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franck22000

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Everything posted by franck22000

  1. franck22000

    Week 2

    Thanks for the roadmap josh, and for keeping us informed on what's going on do you have any time estimation for the stage 1 of the roadmap ?
  2. Java is ok for me, this is a good language, it's more like C / C++ than lua is I am working like this: - Lua LW integration for adding entities in the editor. - Lua personnal integration in my C++ game framework to be able to tweaks game events and AI for exemple without recompiling the code each time. - C / C++ for the rest. ( sorry for my english mistakes btw )
  3. C / C++ is not so hard to learn Like a lot of user of this forum i dont want to have a simplified engine, i just want power between my hand to do what i want I like LeadWerks engine because i can do my own material editor, particle editor in C / C++ to suit my game project, i can use a lot of external libraries... For the "noob users" i think that the community support begin to be quite good, if they have some C / C++ questions they can have answer on this forum and the current lua integration allow them to make some game concept quite fast in a more easy way maybe than with a C / C++ language. For my game project i am using lua only to configure some new entities in the editor (lua is very usefull for that). Im loading the scene, scanning all entities in the scenes, and im creating new entities based on my C++ classes, and i am deleting the lua created entities in the scene. If we want to see some AAA title on this engine better to stay with a powerfull and very supported language
  4. I dont like lua syntax very much i prefer a language like Java or C++, this is more professionnal So it will be 1 for me.
  5. Yes the black ambient light bug is fixed in lastest version... Just update it
  6. franck22000

    Friday

    Good news Josh Do you think that a beta version will be out before christmas ? Are you planning to release a PC version only of the engine at lower price than the multi-platform one ?
  7. i dont see why Josh is going to spend some time to write a physics engine while newton offer it with decent quality, newton is probably going to be upgraded with soft bodies and others cool stuff at some point, at least i hope
  8. Really ? i thought that Josh wanted to change the physic file format by his own and not the entire physics engine :s
  9. franck22000

    GUI

    Hi Xaron, you can manage to get the CEGUI library working in LE, there is a tutorial here: http://leadwerks.com/werkspace/index.php?/page/resources/_/programming/cpp/leadwerks-and-cegui-r30 Have fun
  10. There is the parrallax occlusion mapping but i never managed to make it working correctly i get some quite ugly results :s
  11. Actually this is impossible to perform any raycast on vegetation layer, I think this is a must have feature. Im sure that a lot of user would like to have it quite fast It's pitty to have some very good and fast vegetation layers without working raycast on it be able to use it in our games.
  12. hum unfortunatly im french, well ... it could be usefull for american user at least
  13. it's in "keycodes.lua" file KEY_PRINT=42
  14. Hello lumooja there is also the missing KEY_PRINT constant, thanks for thoses fixes
  15. franck22000

    Decals

    This man need some help before
  16. that's what we need and LW user should use the bug tracker more often, i see that some LW user start to think to work with another engine, im thinking to doing that too quite soon if bug are not fixed and we dont have some clear information on the future of the engine. ( some basic roadmap would help )
  17. Small question, i was just wondering 1.0 in the engine is considered like 1 meter ? for example if i create a cube, the description in the wiki say: "Creates a cube of size 1x1x1" so it's a cube of 1m x 1m x 1m ? Same for the "EntityDistance" command. If this command return 45, the distance is 45 meters between my two objects ? Sorry for this dumb question
  18. That's ok gordonramp, check your version.txt file if there is: -Fixed render elements bug. -Fixed camera culling bug. -Fixed recursive AABB update bug. -Fixed surface save bug. -Adjusted bloom and SSAO shaders. -Eliminated unnecessary pick filter calls. that's ok you have the rc4, it's called 2.32 in the updater and this is normal
  19. I think you should use framework now and not framewerk anymore
  20. Yes ZioRed im using this method, it works
  21. New problem: When i place a waterplane and im moving the camera far from it, the waterplane disapear randomly. Tested in the editor.
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