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Posts posted by Vida Marcell
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4 hours ago, Josh said:
3D viewports in windowed applications work by positioning a separate window on top of the panel you want it to appear on. The ResizeViewport() function in the example handles the window resizing.
If GLUT creates the window, you will need to just resize the GLUT window instead of a UAK window. I don't know how GLUT windows work, but at least you can probably retrieve the HWND and use Windows system commands to position and size it.
Now i understand! Thanks
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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.
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As i said, i'm building a software, but i want to work with a more advanced physics engine than newton.
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1 hour ago, aiaf said:
Think your best bet will be leadwerks at least until Ultra Engine will be out.
Because is easy to use and flexible enough.
Here are other options:
Rendering engine called OGRE , but is very large and complex.
Irrlicht Engine , old but looks simple enough.
raylib , this one seem to match your requirements.
Thanks for the answer, i think youre right Imma go with LW
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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
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Man, thanks for your help! If you need models or something for your game, just call me. I think i can make it work.
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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; }
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2 minutes ago, Slastraf said:
//might not work but is pseudo code
// Vec3 ccamerapos = ccamera->GetPosition();
// ccamera->SetPosition(0, Math::Lerp(1, ccamerapos->GetY(), (crouchedBool*(characterheight)+crouchHeight 0);man, thank you, lemme check if its working
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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.
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2 minutes ago, Slastraf said:
you need this to be a function with a tick and for every tick your camera moves a tiny bit more towards the target position.
You could use Lerp in that function : https://www.leadwerks.com/learn?page=API-Reference_Object_Math_LerpGood solution, thanks!
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1 minute ago, Charrua said:
HI, you can attach a lua script from the editor. If you have the profesional edition and you are using VSxxx and cpp you may interact with world elements created on the editor, call lua functions in the object's script, pass parameters, receive etc.
I wrote this some time ago, don't know how much outdated it may be, but perhaps it will be a starting point:
Juan
Thank you very much!
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Also how in the hell can i attach a cpp code to a character?
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2 minutes ago, Yue said:
The only thing I can think of is to have a beam coming out of each player's foot and these detect when the player touches the ground. If one doesn't touch the ground depending on the leg it could trigger an animation that is one foot lower.
Possibly there is another better way to d
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 ***.
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Just now, Yue said:
Do you mean that if the character is on a staircase his feet accommodate each step where he places his feet?
Yes
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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.
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Allright Josh i figured it out!
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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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Just now, Josh said:
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Just now, Josh said:
Oh. Im sure if i was asking about unsolved physics questions You would send me a documentation link. Thanks Josh!
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Now i know all this, how can i cast a ray. to navigate my entity to a choosen place?
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Just now, Josh said:
That is what i need, Thanks Josh!
AMD Free Material Library
in General Discussion
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wow! thanks for sharing