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Vida Marcell

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Everything posted by Vida Marcell

  1. im using glut i want to put a Glut window inside the advanced application interface demo viewport. i saw the opengl example, but i dont quiet understand.
  2. i saw the "themes" in the solution files, and even in the presentation of UAK
  3. As i said, i'm building a software, but i want to work with a more advanced physics engine than newton.
  4. Thanks for the answer, i think youre right Imma go with LW
  5. i want to make a little application with uak, but i dont want to use leadwerks or opengl either, because leadwerks is for games and opengl's code is messy, can someone recommend me a sdk that has similar code to leadwerks, but doesnt has features that used in game development? Thanks
  6. Man, thanks for your help! If you need models or something for your game, just call me. I think i can make it work.
  7. Allright, can someone tell what am i doing wrong here is a part of my code: //Load a prefab Entity* player = Prefab::Load("Prefabs/player.pfb"); player->SetPosition(0, 6, 0); player->SetSweptCollisionMode(true); Camera* camera = Camera::Create(player); camera->SetPosition(0, 2, 0); float playerheight; window->HideMouse(); float walk; float turn; float jump; float jumpspeed = 8; float speed; bool cdown = 0; Vec3 mouse = Vec3(0, 0, 0); Vec3 velo = Vec3(0, 0, 0); Vec3 camera_y = Vec3(0, 0, 0); float mouse_x; float mouse_y; float lerp; while (true) { camera->GetPosition(); camera_y = camera->GetPosition(); mouse = window->GetMousePosition(); window->SetMousePosition(window->GetWidth() / 2, window->GetHeight() / 2); mouse_x += (mouse[0] - window->GetWidth() / 2) / 4.5; mouse_y += (mouse[1] - window->GetHeight() / 2) / 4.5; camera->SetRotation(mouse_y, 0, 0); walk = window->KeyDown(Key::W) *speed - window->KeyDown(Key::S) *speed; turn = window->KeyDown(Key::D) *speed - window->KeyDown(Key::A) *speed; speed = 5 + window->KeyDown(Key::Shift) * 2 - window->KeyDown(Key::Control) * 3.5; lerp = Math::Lerp(2, 0, 0.5); if (!window->KeyDown(Key::ControlKey) && cdown == 1) { cdown = 0; speed = 8.0; camera->SetPosition(0, 1.75, 0); } if (window->KeyDown(Key::ControlKey) && cdown == 0) { cdown = 1; speed = 4.0; camera->SetPosition(0, lerp, 0); } velo = player->GetVelocity(); if (velo[1] == 0.0) { jump = window->KeyHit(Key::Space) * jumpspeed; } else { jump = window->KeyHit(Key::Space) * 0.0; } player->SetInput(mouse_x, walk, turn, jump, cdown, 1, 1, true); if (window->Closed() || window->KeyDown(Key::Escape)) return false; Leadwerks::Time::Update(); world->Update(); world->Render(); context->Sync(); } return 0; }
  8. Is this the right way of doing it? camera->SetPosition(0, Math::Lerp(1, -0.4, 0.5), 0); Because its not working for me.
  9. Allright, but then apart from the ui and vulkan, what will change?
  10. Josh 2 questiones. What physics engine will you implement, and will the engine have anim and material graph?
  11. Also how in the hell can i attach a cpp code to a character?
  12. This is smart. But i think i will focus on blending the animations. Integrating havok would help. but if someone notices it Havok will beat my ***.
  13. I want to make a player that has animated movement with ik foots, how should i do that in leadwerks? like an assasins creed with fps camera.
  14. Could be that i dont understand something, but i cant interact with the program.
  15. Allright, so currently im trying to follow an unity tutorial and translate the code to LE. And i cant make this doc work https://www.leadwerks.com/learn?page=API-Reference_Object_Surface_Pick
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