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Lethal Raptor Games

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Everything posted by Lethal Raptor Games

  1. Great work! Excited to see more.
  2. I'm having the same issue, can't test this at the moment but maybe there's a way to update an entities matrix first? Like entity->updatematrix()?
  3. You can manipulate vertices quite easily. C++ might be best due to being a bit faster.
  4. I've using Leadwerks to design some editor like apps for some other projects. The treeview would make a nice addition to it.
  5. So I made the polymesh shape a volume and that still didn't register a trigger event. maybe it doesn't work with polymesh shapes... ?
  6. Ah okay. I did find this https://www.leadwerks.com/community/blogs/entry/1760-writing-the-treeview-widget/ Maybe I can flesh it out.
  7. As the title says, TreeView.lua is not in the Scripts/GUI folder. Has this been removed for some reason?
  8. Isn't it supposed to be self.entity? You are creating a new variable called myEntity and setting it to nil, no where is it being assigned the entity the script belongs too.
  9. If you call GetSurface(0)->GetMaterial() it should work.
  10. GetMaterial() might be returning null.
  11. That will work but it still dosnt answer the question on why GetMaterial() returns null on an entity that has been loaded from disc.
  12. This is what I was trying to solve with resetting the hit-state.- Vec3 mpos = window->GetMousePosition(); if (mpos.x > 500) { if (window->KeyHit(Key::R) == true) { int test = 0; } } else { //If mouse.x is less than 500 and the key is pressed nothing happens. however if you then move your mouse to greater than 500, they key is detected as hit. } I think FlushKeys() was resetting keydown events too... I'll have to retry that and check...
  13. for (int id = 0; id < 256; id++) { MainFrame::window->keyhitstate[id] = false; } I think this was the cause. I can't remember why I was doing this though... I need to write more notes on my code... My only guess as to why this was the problem is that some key-presses are being picked up after a KeyHit() check is being made?
  14. I haven't managed to pin point this issue yet but sometimes I have to press keys multiple times before it registers. My fps average between 40 to 60 and it happens when I use Window::KeyHit(). KeyDown() has no problems. Has anyone else had similar issues to this? I was wondering if it was something to do with low fps and it didn't detect the key in some frames?
  15. Time::Update(const int framePerSecond=60) Just curious on what happens if you change the argument from 60 to something else? Or if Sync is off and I'm getting 100 FPS and it is left at the default of 60?
  16. If setting the joints position has no effect on how it performs then that'd make sense.
  17. What happens if the child entity is offset from the joint position? For example, the joint is made at 0,0,0 but the child exists at 100,100,100? Or if I move the object with SetPosition() after I have assigned it to the joint?
  18. After seeing this code in the shaders; uniform instancematrices { mat4 matrix[MAX_INSTANCES];} entity; It makes me wonder if there is a way to get a instance index of an entity in C++? So after calling entity->Instance() there must be number incremented somewhere right?
  19. Are you trying to call GetChild() or FindChild()?
  20. If I assign a material to an object in the editor then load it, it displays with the material yet GetMaterial() returns NULL. #include "App.h" using namespace Leadwerks; App::App() : window(NULL), context(NULL), world(NULL), camera(NULL) {} App::~App() { delete world; delete window; } bool wireframe = false; bool App::Start() { window = Window::Create(); context = Context::Create(window); world = World::Create(); camera = Camera::Create(); camera->SetFOV(70.0f); camera->Move(0, 0, -15); auto m = Model
  21. Time::Update(); ah well - you have to add this. ?
  22. I swear I must be doing something wrong, I can't get the following code to do anything. The body remains active (orange) yet doesn't move. This is using the latest 4.6 update on the default branch. #include "App.h" using namespace Leadwerks; App::App() : window(NULL), context(NULL), world(NULL), camera(NULL) {} App::~App() { delete world; delete window; } bool wireframe = false; bool App::Start() { window = Window::Create(); context = Context::Create(window); world = World::Create(); camera = Camera::Create(); camera->SetFOV(70.0f); camera->Move(0, 0, -15); auto play
  23. Lethal Raptor Games

    Dev Log

    Looking forward to seeing more of Turbo! What is the next step?
  24. It's been fun. I was thinking of making it work with the inbuilt terrain system and adding it to the marketplace.
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