ZeroByte
-
Posts
99 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Posts posted by ZeroByte
-
-
I know, when i have a problem, i just look at the Docs and it's all there, real nice...
-
Just wanted to say thank's for this awesome documentation Chris, so far it's answered all my questions!
-
Thank's for the info Matthew..
-
where can i download this Java Lib?
-
Hi, i can't seem to get Buoyancy working on my Character Controller, but it collides with everthing else in my map.
here is my player code:
Controller player; player.Create(1.8f, .3f, .5f, 45.0f, 1.0f); player.SetMass(1); player.SetDamping(.0f, .0f); player.SetBuoyancyMode(1); player.SetType(1); player.SetPosition(Vec3(15.0f, 12.0f, 80.0f), LOCAL); Collisions::Set(1,1,SLIDINGCOLLISION);
I can't remember what changed after Character Controller was updated awhile back.
My spectator cam has Buoyancy, and all the other objects as well.
-
That's an impressive list of new features Josh, thank's.
@Pancakes, use the drop down box in the updater, select Beta 2.32.
- 1
-
Ok, i got the control working in vb.net if anyone is interested.
I'm using Visual Studio 2010 Express, it was just released. Link: http://www.microsoft.com/express/
Here is the code
Imports Leadwerks Imports Leadwerks.Control Public Class Form1 Private buffer As Buffer Private ground As Body Private groundmesh As Mesh Private mesh As Mesh Private body As Body Private Sub LetkControl1_Init(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles LetkControl1.Init Dim world As New World Dim cam As New Camera FileSystem.AbstractPath = "C:\Leadwerks Engine SDK" cam.ClearColor = New Color(0, 0, 1, 1) cam.Move(New Vector3(0.0!, 0.0!, -8.0!)) Dim Light As Light = Light.CreateDirectional() Light.Rotation = New Vector3(45, 45, 0) Light.Position = New Vector3(0, 100, 0) Light.Range = 1000 buffer = New Buffer(LetkControl1.Width, LetkControl1.Height, 7) body = body.CreateBox(1.0!, 1.0!, 1.0!) body.Mass = 1.0! body.Position = New Vector3(0, 4, 0) mesh = mesh.CreateCube mesh.Parent = Me.body body.SetKey("name", "body1") ground = body.CreateBox(10.0!, 0.1!, 10.0!) groundmesh = mesh.CreateCube 'groundmesh.Scale = New Vector3(10.0!, 0.1!, 10.0!) //It crashes on this line, so i can't scale ground yet. groundmesh.Parent = Me.ground ground.Position = New Vector3(0.0!, -1.0!, 0.0!) ground.SetKey("name", "ground") body.CollisionType = 1 ground.CollisionType = 1 Collisions.Set(1, 1, True) LetkControl1.Start() End Sub Private Sub LetkControl1_Redraw(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles LetkControl1.Redraw Me.Text = Leadwerks.Timing.FPS.ToString World.Update(Core.AppSpeed) buffer.Current = buffer World.Render() buffer.Current = LetkControl1.Buffer Light.Render(buffer) End Sub Private Sub LetkControl1_Resize(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles LetkControl1.Resize buffer = New Buffer(LetkControl1.Width, LetkControl1.Height, 7) End Sub Private Sub Form1_FormClosing(ByVal sender As System.Object, ByVal e As System.Windows.Forms.FormClosingEventArgs) Handles MyBase.FormClosing LetkControl1.Stop() End End Sub End Class
Hope this helps anyone using vb.net.
-
Does anyone have an example of this control working in vb.net they could share ?
I'm not very familiar with c#, or this wrapper, still working stuff out.
-
Ok, i got the control in vb.net now with no errors, haven't coded anything yet though.
-
Thank's klepto, i haven't tried it yet, the control should work with vb.net right ?
-
Ok, so i need to delete the parent, thank's for the help everyone.
-
Hmm, well i can mouse pick any model and it happens.
So what should i use to delete the physics body ?
Or is the mouse pick the problem ?
Thank's.
-
Since a model is an extension of the body class, and models are entities -> Would freeing a model entity not also free its associated physics body?
Well, i delete the windmill model in my app, but the physics body remains.
I have tried changing entity type also, but the physics body is still there.
-
Hi, sorry if this has been asked before.
When i call FreeEntity
if(KeyHit(KEY_DELETE)) { if(pick.entity != NULL) { FreeEntity(pick.entity); pick.entity=NULL; } }
is there a way to free the physics body ?
I know there must be a way, or i'm just blind.
-
I think Lua has it's place in LE, but, when i see a game engine with scripting only, i'm not interested.
-
Yes, you just drop the control as every other control in your form. the Custombuffer is automatically created. The control will provide 2 extra events.
1. OnInit: In there youinitilize your objects, framewerk etc.
2. OnUpdate: In there you update the code ( no Flip needed as it this is done autmatically)
You only need to keep track of your own buffers via the resize events.
Both the TAO Control and the OpenTK Control are working exactly the same as the control, so you can swap the controls without changing the underlying code. (I prefer the OpenTK as it is still continued and already offers OGL4.0). I still need to fix some issues. But I think i will upload my version the coming weekend.
OMG, this is exactly what i've been looking for, thank's klepto2.
-
Sorry to hear that you don't have time to continue on this, I will continue working on the delegates and some other functions which are currently missing or named wrong. I also have 2 working Leadwerks Controls (1 for the TAO Framework and 1 for the OpenTK lib). I will post the new files as soon as possible.
Hi klepto2, will those 2 controls make it easier to setup a custom buffer with TAO Framework ?
I've been trying to get that working in vb.net, and this great wrapper.
BTW, thank's for releasing the source Ubu.
-
I would prefer to use vb.net also, but as mentioned, it's not officially supported yet, and i haven't been able to get the Custom Buffer working
with vb.net since LE 2.12. So i've been using c/c++, thank's to the easy to understand tutorials, and helpful community. LE makes using c/c++ easier than
other engines i've tried, but i still struggle with it's syntax when i run into problem's.
-
I was just curious, i don't know why Julio pulled the vehicle out.
I like your raycast implementation better than messing around with
trying to create my own vehicle joint, better speed with raycast car.
-
Nice reply... cars with motorbike engines are nice - however going just in a straight line is waste of time and money. Cars are most fun on the loose (or snow) in corners.
The best vid ever:
Wow, that video is insane, lol, thank's for the link.
-
Thank's for the kind comments, glad you got a kick out of it.
-
Hi, i coded a 6 speed automatic gearbox, using the sound pitch synced with GetBodyVelocity(chassis, 0); on my car.
Probably not the best way to do it, but it work's ok for me.
I hope the video will play, sorry about the quality, had to shrink it down, also speedometer not working yet.
Here is the link, for anyone interested, it's 2.26mb:
-
Josh, the default vehicle work's good. Will you re-implement the Newton vehicle when it's fixed ?
-
With Leadwerk's awesome lighting, i think it would be cool to have it effect gameplay.
Could be just day/night, or something cool like theif games had, where you could hide in the shadows.
Oh, i like your vehicle concept Josh, that would be cool for troop transport..
What's the biggest development challenge you face?
in General Discussion
Posted
Well this is just a hobby for me, but i agree with Rick...need good art, assets....i like Leadwerks 3, but i miss MakeFPS(); that was a real timesaver for me!