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L B

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Everything posted by L B

  1. I get several PMs requesting missing features such as picks, raycasting, and callbacks. These WILL get implemented in 1.2. I simply do not have any time on my hands until the 10th of February. Then, I will start reconsidering my schedule (which does not mean it will be all done by the 11th). Sorry for the delays.
  2. Basically, if you can access DLL functions from Java, you can. Write a simple header, all of the functions are in Engine.dll.
  3. @Video: Some more intense lights please? Else, nice work on the camera
  4. L B

    iPad

    Alright, apart from that incredibly seducing thing: No multi-tasking Apple controlled apps No camera Huge bezel Oversized keyboard Hardly usable with a keyboard I'd like to be able to put whatever app I want on my "replacement for a netbook", or at least be able to be on WLM iChat while I'm on browsing on Chrome Safari. But hey. 30$ for unlimited wifi. I'll just wait for iPad 2, featuring what I miss and better sanitary protection.
  5. http://ngene.wikidot.com/effects Found this while browsing. Looks incredible to me.
  6. I meant it was as interesting information regarding the problem, although it could not lead to a solution. This is actually false, as we could perhaps trace the differences between the build methods and make it work for debug too, but it wasn't in my schedule of priorities.
  7. I didn't mean to be insulting, sorry if it seemed like it.
  8. I guess this will come along the GUI overhaul and the model editor? That would be great news on the toolset aspect of Leadwerks, whereas the core aspect is already perfect.
  9. You simply had to move Shaders.pak, you know. Wow, who bought this kid a $200 engine.
  10. L B

    January 25, 2010

    Wow, great news on the model editor. Won't be playing much with it for a while, but still, it's nice to know.
  11. Are you sure you're on 1.1? IDK, look through the members yourself and see for something similar. Works here. Sorry, I have no time for Leadwerks.
  12. Sorry. Make that 1.1. I have 1.2 here, in dev.
  13. L B

    Animation Prototype

    Incredible work. I'm praying for it to be available to the public.
  14. If you want a skybox or waterplane, you need to have Framework enabled. Should be done by: Framework.Initialize(true); (I'm not sure you have a boolean for parameter in 1.2 yet. If not, just leave it blank.) You must also make sure your "Scripts" directory is in the same directory as your executable directory. For turning on AA: Framework.Effects.EdgeAntiAliasing.Enabled = true;
  15. Real-time. Or else it loses all of Leadwerks' charm.
  16. I'm actually working on a simpler version of my UML, but it is, as far as I know, complete.
  17. L B

    Post Process Ocean

    Nice work. The foam is brilliantly added, although you need much more turbulence, and maybe some more "transparency". I don't know, doesn't look like much of a fluid to me.
  18. To sum it up: UnrealEd is superior in usability than Leadwerks Editor. Global Illumination is requested again, as always. Tessellation might just be a trend, so we'll wait. In-Editor constructive solid geometry is possible but not wanted by everybody. Cross-Platform is requested to motivate the use of OpenGL over DirectX. Wait, wait. Did I mention anything new here?
  19. Alright so before anyone invades the feature request forums, let me remind everyone of the archived conversation: http://forum.leadwerks.com/viewtopic.php?f=1&t=5428
  20. Wow, I have the same system in C#. Called it Facewerk.
  21. implement 3D World Studio into the editor And lose significant profits... add some global illumination Which is what the community has been asking since the dawn of time. According to Josh, he "has some idea of doing it in another way", or something similar. moving the assets to a separate window Why not. ;P add the drag and drop command for textures... This would ask for the node based materials. See this thread. I must although admit that drag and drop would be nice. oh and also, the ability to use DirectX 11 You have to be kidding.
  22. Parallax shading on terrain textures would be quite awesome. It would allow us to sometimes observe this kind of "going in" terrain at some places, instead of just a linear function. Hard to explain. mspaint to the rescue:
  23. I personally use the Leadwerks Terrain Tools and the Leadwerks Texture Pack 1 (included). Terrain generation software is a good alternative when you don't want to spend any time doing your level, but you'll never get what you get hand drawn.
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