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Posts posted by smashthewindow
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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?
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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.
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Porting a puzzle game to LE3D, creating new maps for deployment (the new CSG editor is going to come in extremely handy here.)
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Like I have said always, use a pivot to mark the gravity center, and don't use Newton's own gravity at all, it just doesn't work (especially with airplanes and composed multi-part bodies you will see that it just goes nuts). When you have the pivot gravity positioned, make a loop which adds forces to all objects towards the gravity center. That way you can also change the direction of gravity in any direction you want by just moving the gravity pivot.
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.
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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?
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In this case not so bad I guess, so long as the performace hit is reasonable.
Dr. Lyngell actually wrote a paper on voxels (I'm not sure if I should link it though) that has very reasonable performance hits.
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Whats wrong with voxels?
Well I presume they're pretty slow on most implementations.
I like the idea though.
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Both looks good, thanks Rick & Roland.
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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?
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It has been possible to cut holes in terrains since years in LE2
Can't believe I missed out on that one...
I never used terrain in my games before.
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So, basically, just lay in the terrain, cut holes in the ground and place my underground areas, and the engine will do the heavy lifting?
I don't think "cutting" holes are possible hsing the traditional height-map method in Leadwerks.
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Take the first crash at 0:25, at 0:28 a fairly large piece just crumbles away. What are the cars made out of? Cake? Aluminium might buckle, it might bend, I suspect it would buckle and bend, and then stick out of side such that it would chop off anyone's knees if it then drove past someone closely enough, but I doubt it would just come clean away like it did there. Also I was kept wondering "Where's the engine? You know, the bonnet (hood) just looks like it's an empty hollow box in that smash"
I'm pretty sure the configuration are exaggerated to emphasize the engine's features.
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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.
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I used to use HGE as well. Very powerful and simple. But it didn't do collision detection as far as I remember. What are you using for that?
Box2D. Creating a editor integrating it was a pain though.
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I'm creating my own 2D engine, in hopes of creating a game like Limbo.
http://www.youtube.com/watch?v=rxxBXO2p1Ls
I'm also working on a game like Overgrowth with C4 Engine until Le3D gets released. (Which then I'll port Round & Round to iPhone)
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I personally use paint dot net for my artwork. It has all the plugins built in so I can just save directly to dds. (or alpha)
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.
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The reflections on the table are just amazing.
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But more fundamentally now why are you trying to create "Convert" a class?
Simple namespace would do.
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If the platform is moving with physics and has a velocity, that velocity should be transferred to the character.
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.
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I made a moving platform before. I believe what I did was use a body just for calling MoveEntity() on. Then I made a joint between the this body and the model that is the elevator. MoveEntity() will kill physics but because it's on the body it didn't matter because the player stands on the model, but because there is a joint the model will move (with physics) with the body.
The nice thing about this is you can be very precise in movement because you are avoiding forces and can use functions like PositionEntity() or MoveEntity().
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?
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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.
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I did not think this tech was out yet.
It's been sometime: http://firemint.com/2011/guide-to-setting-up-airplay-and-party-play/
You can play splitscreen with multiple devices too.
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Also, correct me if I'm wrong but I'm sure the GMF file format is not human readable due to the compression?
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.
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I have a copy somewhere, I'll see if I can find it and post it.
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.
LE2 : How to determine if a model is being drawn on screen
in Programming
Posted
Perfect, thanks all for the fast replies.