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Lethal Raptor Games

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Everything posted by Lethal Raptor Games

  1. My Turbo Subscription expired and I can't seem to renew?

    1. Lethal Raptor Games

      Lethal Raptor Games

      I have, it says it cant find what I'm looking for.  The subscription isnt on the store page anymore either... 

    2. Josh

      Josh

      I will add you into the beta testers group.

    3. Lethal Raptor Games

      Lethal Raptor Games

      Thanks, will that give me access to the forms too?  ?

    4. Show next comments  6 more
  2. Is this the correct naming? { "root": "PBR.json", "float": { "OPAQUE": { "default": { "base": { "vertex": "Landscape.vert.spv", "geometry": "Landscape.geom.spv", "fragment": "Landscape.frag.spv" } All stages compile and the vert & frag work, but the geometry shader seems to be skipped. Changes to it don't take effect.
  3. How do these handle geometry shaders?
  4. When can we expect another update?
  5. You might have to decrease your brush size, that may help.
  6. Looking good. If you do release it to Steam will it be a subscription also?
  7. A multiplication operator for Vec4 would be nice. E.g. Vec4() * Vec4()
  8. Instead of the single UpdatePhysics() hook in LUA and the Actors, how about the same hooks that are in newton? PreUpdate() and PostUpdate(). I'm finding them very useful.
  9. I like how he puts the box on his head Good job.
  10. If you change the method they will be available. Those options don't apply to Average Normal.
  11. What you'll need is an Actor in C++. The script is basically an Actor (but in LUA) that attaches to an Entity. An Actor is a class in C++ that attaches to an Entity. Look in the Actor.h and Actor.cpp files for Leadwerks. You derive from the Actor class like this. I named mine cBaseActor, but you can name it anything you like. class cBaseActor : public Actor { private: public: cBaseActor(); ~cBaseActor(); //reDeclare the functions found in Actor.h, create a BaseActor.cpp and define your functions there like in the script void Attach(); virtual void UpdateWorld(
  12. Yeah I set mine to 0.1 but it wasn't perfect. Lowering the friction of the kinematic joint changes how it effects the rotation and position of it's child.
  13. As in when using SetTargetPosition()? I found using a very low mass made it accelerate and de-accelerate a lot faster.
  14. Thought I'd update this here too, the above code doesn't get the correct newton world. The code below does; NewtonWorld* GetNewtonWorld() { auto _world = World::GetCurrent(); auto _simulation = (NewtonDynamicsSimulation*)_world->simulation; return _simulation->newtonworld; }
  15. Good idea. I'm keen to see how ray-casting will go, when you get to that.
  16. Looking forward to seeing it develop. What are you working on next?
  17. Thank you! That answer led me to finding the problem. This is how I was getting the NewtonWorld; NewtonWorld* GetNewtonWorld() { return ((NewtonDynamicsPhysicsDriver*)NewtonDynamicsPhysicsDriver::GetCurrent())->collisionWorld; } Which worked for a lot of things but it didn't match when I got the world like this; Model* bn = Model::Box(); mdl->SetShape(Shape::Box()); auto body = ((NewtonDynamicsBody*)mdl->body)->body; MainFrame::newtonWorld = NewtonBodyGetWorld(body); With the later the callbacks worked! I take it then this is a callback in UpdateWor
  18. So once again I am attempting to break things - @Josh I have question for you... I am using Newton functions to add a PreUpdate callback to the newton world but the callbacks are not being called unless I call NewtonUpdate myself, is World::Update() not calling NewtonUpdate?
  19. It could be that the character controller dosnt like being inside another physics shape. You may have to find a different way to stop your held item from hitting your player. Maybe a relative height limit?
  20. Not sure exactly but you could try calling these three lines after moving your heldObject and just before Time::Update(); ....... player->SetInput(mouseX, walk, strafe, jump); carryPivot->SetInput(mouseX, walk * 2, jump); cam->SetRotation(mouseY, 0, 0); Time::Update(); SetInput() uses physics for controlling the character controller and shouldn't break the simulation. I take it as your moving your mouse is still being held down?
  21. I think I get what you're trying to do, but are you able to post a video of what's happening?
  22. After looking through the Newton SDK I saw a couple of hooks; PreUpdate() and PostUpdate() and I was wondering at what point is the UpdatePhysics() hook called? Is it before or after physics has been calculated / applied?
  23. Yeah I'd like to see every function documented and explained. And if it isn't officially supported just have it written at the top of the page.
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