Jump to content

smashthewindow

Members
  • Posts

    136
  • Joined

  • Last visited

Everything posted by smashthewindow

  1. I'm not sure if I'm allowed to post LE2 questions here, but since I can't find anywhere else to post it I'm just posting it here. I'm trying to figure out a way I can know when a mesh or entity is being drawn on screen. (Visible to camera). Does anyone know how I might be able to do that?
  2. Sorry to be asking if this question has been already asked but will there be GUI support? I've been waiting for LE3 for a long time for mobile deployment (have been working on small side projects until now), but working on those games made me realize what a pain it is to write your own GUI.
  3. Porting a puzzle game to LE3D, creating new maps for deployment (the new CSG editor is going to come in extremely handy here.)
  4. I have no problem with the Newton's gravity, I'm not making an flight simulation game. I'm asking whether the controller entity is rotatable.
  5. Watching this video just gave me a great idea I want to prototype: I was thinking if it was possible to change the orientation of the character entity in Leadwerks. Another solution is to just change the orientation of everything else other than the player, but I want to consider all my options before doing something stupid. Any help on this?
  6. Dr. Lyngell actually wrote a paper on voxels (I'm not sure if I should link it though) that has very reasonable performance hits.
  7. Well I presume they're pretty slow on most implementations. I like the idea though.
  8. Hi, This isn't directly related to Leadwerks but I guess someone can help me out here. I'm looking for a function that returns files under a directory on Windows. (It doesn't have to be cross-platform.) So for example, an ideal example would be something like: vector<string> get_files_in_dir( string directory ); I'm fine with Win32 API functions but I'm trying to avoid using boost. Can anyone help me out here?
  9. Can't believe I missed out on that one... I never used terrain in my games before.
  10. I don't think "cutting" holes are possible hsing the traditional height-map method in Leadwerks.
  11. I'm pretty sure the configuration are exaggerated to emphasize the engine's features.
  12. Is this library open-source? (and is it released? already in Rig of Rods or is this a new engine they recently started to work on?) If it is, I might consider trying to port it to Leadwerks.
  13. Maybe for texture conversion, but you can't be serious about creating advanced textures with it... I've seen it and it's more like a Microsoft Paint with plugins.
  14. The reflections on the table are just amazing.
  15. But more fundamentally now why are you trying to create "Convert" a class? Simple namespace would do.
  16. Hmm, that's really weird. Did you test it? I've ran several tests after the video but all of them seemed to show an error.
  17. Wouldn't the joint limit player movement on the elevator? EDIT: I misread your post. Understood. Thanks EDIT2: But the thing with that is that you wouldn't be able to move while on the elevator right? Nevermind, you're a genius. EDIT3: Will the player still be intact even when the elevator moves sideways like I'm doing in the video?
  18. Check out the link I posted above. (Sorry, I think forum upgraded to only allow videos in the "Videos" section.) Right now, I'm using the code below to move the floor(Which is nothing but a small box made in Blender): [/size] [size=4]LE::TVec3 vel = LE::CalcBodyVelocity( platform, destination ) / timeInterval;[/size] [size=4]LE::SetBodyVelocity( moveTarget, vel );[/size] [size=4]LE::TVec3 omega = LE::CalcBodyOmega( platform, LE::Vec3(0) ) * 100.0f;[/size] [size=4]LE::SetBodyOmega( platform, omega );[/size][size=4] As you see in the video, the character just slides off the moving floor (even on ridiculous high frictions.). Can I get some advice on how someone would create an elevator? I've been able to get past this for Round & Round by just making the elevator part a cutscene when the ball gets on it, but I won't be able to do the same for a game I'm prototyping. Thanks for reading.
  19. Yeah, it was designed like that so it would load fast, but I would have much preferred COLLADA format as most of us just loads all models we need at the beginning of the level anyways.
  20. Do you seem to have the source too? I know that the original file was posted with the source. If so, can I take a look at it? I've created a set of tools which makes level creation a lot more easier, the only problem I have is converting 3DWS static geometry to .obj format.
  21. I see how this whole thread kinda sidetracked to dissing about Unity... No offense and this is purely my opinion Josh but I think your saying too much about comparing or discussing other engines. (Other engine forums such as C4 moderates the discussion of other engines.) Just release your product with what you think the client wants the most. If they like it, they will buy it. After all, this is a development forum, not an investment discussion group.
  22. This is a bit sidetracked, but WOW. I get like 200 FPS ony my laptop on a fresh project.
  23. Right now I'm in Japan for two weeks, and I'll be going to South Korea next week amd won't be back in the States till like August (when school break emds...). I remember it didn't load properly in the U.S either, and I just tried to log on using a VPN but still fails.
×
×
  • Create New...