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Blog Comments posted by Yue
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A question, is it possible by means of a shader to allow the terrain to cast shadows on itself?
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Yes. GitHub NIce.
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3 hours ago, havenphillip said:
Thanks, man. Yeah Leadwerks is super fun. Looking forward to seeing that content.
I think you should create a repository for all your shaders and progress. This will make it easier for us to use them.
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Great, thank you very much.
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Will it support fbx formats and which versions?
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8 hours ago, Josh said:
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A search box option in Assets and Scene I think would be great
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I think that you more than anyone else know how things are going and the experience surely helps you to correct and improve things. It's like the painter, every new work he does is a process of learning new things and correcting previous things in his paintings.
Good luck in everything you do.
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I do not know how to set an image with transparency on a button.
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Eso es genial, pero desafortunadamente esas páginas para América del Sur tienen cobertura.
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Yes, the shadow is rare, the mountain does not produce shadow, the shadow of the character is floating, look at the shadow of the vehicle and the shadow of the character, the shadow of the mountain is missing.
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The issue of the terrain is obviously that the terrain does not cast shadows, so a high mountain with a sunset makes you see in the distance the floating shadows and not the shadow of that mountain. This is because I plan to cycle day or night. Although evidently it is possible to handle with only one on the head of the player (half day) and would imply that there were not alone night or day.
On the rocks I am creating small stones, few polygons and on the relief you can put a bump map on the ground, and the result would be something like this.
Translated with www.DeepL.com/Translator
And shadows strange effects mountains.
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Good point of view, a storm, solar radiation, things like that will give a twist to the mechanics of the game.
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LeadVulk Engine...
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The particle system has something strange about it, the particles do not rotate in the direction of the chamber.
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Looking forward to the new name, I'm sure it'll be as big as everything you do.
Regarding the new approach, looking forward to seeing you at work, the world spins very fast and this technology changes very fast. In the end everything will always be beneficial for both you and the users.
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The translator doesn't help much, a new name for the engine?
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I wish you the best success in your Turbo Engine project.
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Render-To-Texture with Vulkan in Leadwerks 5
in Development Blog
A blog by Josh in General
Posted
"In Leadwerks 4, render-to-texture was accomplished with the SetRenderTarget command, which allowed a camera to draw directly to a specified texture, while hiding the underlying framebuffer object (FBO). In the new engine we have a bit more explicit handling of this behavior. This is largely in part due to the use of Vulkan's bindless design, which greatly improves the context-binding design of OpenGL. The Leadwerks "Buffer" class was never documented or officially supported because the underlying OpenGL functionality made the system pretty messy, but the design of Vulkan simplifies this aspect of graphics."
I have been left with this information that points me in the right direction to create a mini map. The Hud Elements store example shows the Buffer command, but I guess with the camera command you can create a mini map without any problem.
The question Josh is can I apply a transparent texture to that rendering to make the mini map look round?
SetRenderTarget