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Posts posted by TylerH
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They are awesome.
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Honestly I don't know. Everything kind of followed an Update/Render generic command set in the main loop, and the individual programmer of that portion of the component was responsible for the internal logic.
I would have to take a look to see, so give me a little while.
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It is impossible to see more than 3 sides of a cube at once (FROM A SINGLE VIEWPOINT and WITHOUT OTHER REFLECTION -> Just defusing any stupid comments to be made by you know who).
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Make sure you check that the camera returned by s.GetChild is not null.
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Take a read through the .i files, it is like a glorified header.
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Sounds great
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That is actually interesting. I don't recall anything that was designed to change the player's texture based on rotation, but I *do* remember the version of the engine we were using suffered from some horrible bugs that did things like that, and squishing the scene with more than 1 light, and such.
Might be best to see how it runs on the latest engine, but great that you were able to get the full on program to run
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I have a realtime "cubemap" (of a sort) as an object scripted model.
except I am hacking it by having a different material on each face, rendering to each face's buffer, and then setting the resulting colorbuffer to each face's material... effectively creating a "cubemap". Using the framework camera for the buffer renders gives it a nice crystal clear reflection and all of the nice framework effects rendered... but its a fps killer doing 6 faces. For actual use in a game, you could just use a normal camera for the render which will give a greater fps boost.
Very cool. Care to share how you did that?
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In regards to the foot skating, should be as simple as modulating either your animation, pathfinding movement, or both, by AppSpeed.
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Sounds interesting, have a demo?
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Josh suggested it may be an nVidia drivers issues, which I researched and found plausible. I need people with ATI cards to test this and see if it works, to determine if the issue lies in the code, or in the GPU drivers.
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If you take a look at the Jeklynn Heights C++ code, there is a weather system with code for rain that produces a pretty convincing effect.
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See title + description.
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After speaking with Josh, though he is busy, I think I am doing it the proper way (yet it still isn't working)
-- Create cubemap camera cubemapcamera = CreateCamera() -- Create cubemap cubemap = CreateCubemap(512,512) -- Create cubemap 'gbuffer' cubemapbuffer = CreateBuffer(512,512,1+2+4+8) -- Create six buffers to render each cube face to cubemapbufferpx = CreateBuffer(512,512,1+2+4+8) cubemapbuffernx = CreateBuffer(512,512,1+2+4+8) cubemapbufferpy = CreateBuffer(512,512,1+2+4+8) cubemapbufferny = CreateBuffer(512,512,1+2+4+8) cubemapbufferpz = CreateBuffer(512,512,1+2+4+8) cubemapbuffernz = CreateBuffer(512,512,1+2+4+8) -- Bind each buffer to a face of the cubemap SetColorBuffer(cubemapbufferpx, cubemap, 0, 0) -- positive x SetColorBuffer(cubemapbuffernx, cubemap, 0, 1) -- negative x SetColorBuffer(cubemapbufferpy, cubemap, 0, 2) -- positive y SetColorBuffer(cubemapbufferny, cubemap, 0, 3) -- negative y SetColorBuffer(cubemapbufferpz, cubemap, 0, 4) -- positive z SetColorBuffer(cubemapbuffernz, cubemap, 0, 5) -- negative z Then during rendering: -- Realtime cubemap CameraProjMode(camera, 0) -- Disable player cam PositionEntity(cubecamera,mesh.position) -- Position cubemap camera at the center of the mesh CameraProjMode(cubecamera, 1) -- Enable cubemap camera --Render Positive X SetBuffer(cubemapbuffer) RotateEntity(cubecamera, Vec3(0, 90, 0)) world:Render() SetBuffer(cubemapbufferpx) world:RenderLights(cubemapbuffer) -- Render Negative X SetBuffer(cubemapbuffer) RotateEntity(cubecamera, Vec3(0, -90, 0)) world:Render() SetBuffer(cubemapbuffernx) world:RenderLights(cubemapbuffer) --Render Positive Y SetBuffer(cubemapbuffer) RotateEntity(cubecamera, Vec3(-90, 0, 0)) world:Render() SetBuffer(cubemapbufferpy) world:RenderLights(cubemapbuffer) -- Render Negative Y SetBuffer(cubemapbuffer) RotateEntity(cubecamera, Vec3(90, 0, 0)) world:Render() SetBuffer(cubemapbufferny) world:RenderLights(cubemapbuffer) --Render Positive Z SetBuffer(cubemapbuffer) RotateEntity(cubecamera, Vec3(0, 0, 0)) world:Render() SetBuffer(cubemapbufferpz) world:RenderLights(cubemapbuffer) --Render Negative Z SetBuffer(cubemapbuffer) RotateEntity(cubecamera, Vec3(0, -180, 0)) world:Render() SetBuffer(cubemapbuffernz) world:RenderLights(cubemapbuffer) CameraProjMode(cubecamera, 0) -- Disable cubemap camera CameraProjMode(camera, 1) -- Enable player camera SetShader(GetMaterialShader(mesh.material)) BindTexture(cubemap,0) -- Bind cubemap to material SetShader(nil) -- render world to GBuffer and draw to BackBuffer as usual.
This is the result (all 6 individual buffers are rendered to fine, but the cubemap doesn't seem to be getting rendered to):
Full script is attached.
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After speaking with Josh, though he is busy, I think I am not doing it the proper way (yet it still isn't working)
-- Create cubemap camera cubemapcamera = CreateCamera() -- Create cubemap cubemap = CreateCubemap(512,512) -- Create cubemap 'gbuffer' cubemapbuffer = CreateBuffer(512,512,1+2+4+8) -- Create six buffers to render each cube face to cubemapbufferpx = CreateBuffer(512,512,1+2+4+8) cubemapbuffernx = CreateBuffer(512,512,1+2+4+8) cubemapbufferpy = CreateBuffer(512,512,1+2+4+8) cubemapbufferny = CreateBuffer(512,512,1+2+4+8) cubemapbufferpz = CreateBuffer(512,512,1+2+4+8) cubemapbuffernz = CreateBuffer(512,512,1+2+4+8) -- Bind each buffer to a face of the cubemap SetColorBuffer(cubemapbufferpx, cubemap, 0, 0) -- positive x SetColorBuffer(cubemapbuffernx, cubemap, 0, 1) -- negative x SetColorBuffer(cubemapbufferpy, cubemap, 0, 2) -- positive y SetColorBuffer(cubemapbufferny, cubemap, 0, 3) -- negative y SetColorBuffer(cubemapbufferpz, cubemap, 0, 4) -- positive z SetColorBuffer(cubemapbuffernz, cubemap, 0, 5) -- negative z Then during rendering: -- Realtime cubemap CameraProjMode(camera, 0) -- Disable player cam PositionEntity(cubecamera,mesh.position) -- Position cubemap camera at the center of the mesh CameraProjMode(cubecamera, 1) -- Enable cubemap camera --Render Positive X SetBuffer(cubemapbuffer) RotateEntity(cubecamera, Vec3(0, 90, 0)) world:Render() SetBuffer(cubemapbufferpx) world:RenderLights(cubemapbuffer) -- Render Negative X SetBuffer(cubemapbuffer) RotateEntity(cubecamera, Vec3(0, -90, 0)) world:Render() SetBuffer(cubemapbuffernx) world:RenderLights(cubemapbuffer) --Render Positive Y SetBuffer(cubemapbuffer) RotateEntity(cubecamera, Vec3(-90, 0, 0)) world:Render() SetBuffer(cubemapbufferpy) world:RenderLights(cubemapbuffer) -- Render Negative Y SetBuffer(cubemapbuffer) RotateEntity(cubecamera, Vec3(90, 0, 0)) world:Render() SetBuffer(cubemapbufferny) world:RenderLights(cubemapbuffer) --Render Positive Z SetBuffer(cubemapbuffer) RotateEntity(cubecamera, Vec3(0, 0, 0)) world:Render() SetBuffer(cubemapbufferpz) world:RenderLights(cubemapbuffer) --Render Negative Z SetBuffer(cubemapbuffer) RotateEntity(cubecamera, Vec3(0, -180, 0)) world:Render() SetBuffer(cubemapbuffernz) world:RenderLights(cubemapbuffer) CameraProjMode(cubecamera, 0) -- Disable cubemap camera CameraProjMode(camera, 1) -- Enable player camera SetShader(GetMaterialShader(mesh.material)) BindTexture(cubemap,0) -- Bind cubemap to material SetShader(nil) -- render world to GBuffer and draw to BackBuffer as usual.
This is the result (all 6 individual buffers are rendered to fine, but the cubemap doesn't seem to be getting rendered to):
Full script is attached.
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I have attempted it in C# and Lua and neither have worked. Lua is the only language other than Blitzmax with CreateCubemap exposed, and I still can't get it to work.
Attached is the code for both versions, as well as the cubemap.mat file. Can everyone please take a look at this? We could gain some great features and eye candy if this were to be working properly.
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Ah yes, SetColorBuffer is what you would use.
EDIT: You would create the texture you intend to use as the cubemap just as you would any other texture. Then for each cube face direction, call SetColorBuffer(texture, cubeface), render that direction. Then pass your texture to the shader.
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I am mainly consolidating some existing requests by Masterxilo, combined with some requests of mine because these are 100% crucial to having a fully OO wrapper and framework for Leadwerks. These should have been in from the beginning, and are trivial to add (I could add them to the DLL source in a few hours).
These are the functions that need added (alphabetical by class):
- Body
- GetBodyGravityMode
- GetBodyDamping
- GetBodyMassCenter
- GetBodyElasticity
- GetBodySoftness
- GetBodyFriction
- GetBodyBuoyancyMode
- GetBodyStepMode
- GetBodyTorque
- GetBodyForce
- Camera
- GetCameraClearColor
- GetCameraProjMode
- GetCameraZoom
- GetCameraClearMode
- Corona
- GetCoronaRadius
- Emitter
- GetEmitterVelocity
- GetEmitterAcceleration
- GetEmitterArea
- GetEmitterRadius
- GetEmitterRotationSpeed
- GetEmitterWaver
- GetEmitterCycleMode (this is set in the constructor)
- GetEmitterLifeTime (this is set in the constructor)
- SetEmitterLifeTime (would be nice to be able to change this after creation)
- Entity
- GetEntityColor
- GetEntityViewRange
- GetEntityOcclusionMode
- GetEntityShadowRange
- GetEntityShadowMode
- SetEntityQuat (this would make IK much more efficient)
- Joint
- GetHingeJointLimits
- GetSliderJointLimits
- GetBallJointLimits
- GetJointStiffness
- GetJointCollisionMode
- Light
- GetLightFalloff
- GetLightConeAngles
- GetShadowmapSize
- GetShadowOffset
- GetShadowSoftness
- GetShadowDistance
- Shader
- GetShaderXXX (for all SetShaderXXX commands)
- Source
- GetSourceVolume
- GetSourcePitch
- GetSourceRange
- GetSourcePosition
- Terrain
- GetTerrainTexture
- GetTerrainTextureScale
- GetTerrainTextureRotation
- GetTerrainMappingMode
- GetTerrainTextureConstraints
- Vehicle
- SetTireMatrix
- World
- GetPhysicsQuality
- GetWorldGravity
- GetWorldSize
- GetFluidPlane
- GetFluidViscosity
- GetFluidDensity
- GetEntities
- GetMeshes
- GetModels
- GetEmitters
- GetTerrains
- GetCoronas
- GetBodies
- GetListeners
- GetCameras
- GetPivots
- GetJoints
- GetControllers
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- Body
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Now you are making me worry.
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I believe Leadwerks supports the .r32 format if I recall the versions.txt file correctly.
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Simply as the description says...
If I do a line pick, entity pick, or camera pick, and it indeed hits something, does this "collision", or more properly labeled "hit", invoke and register as a collision that I can detect and mess with using the entity collision callback? The purpose for this is simply to more easily work on the game logic that allows an entity to know when it is hit with a raycast (used for weapons, bullets, explosions, etc. in my game framework).
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That's good to know. I get bored manually adding files instead of classes in C++, so I will keep this in mind
Problems with c# headers (Loading Scene and access violation)
in Programming
Posted
I don't think someone's inability to code means the wrapper/framework is flawed. The code posted had blatant errors that would cause this problem, and with a straight copy of the code I do infact get the described issue .
Lazlo has cooked up quite the "book" on this to make sure that C# has the strongest support in the area of new users.