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Blog Comments posted by gamecreator
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I wonder how this all works with the infinite worlds coming to Turbo.
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I'm a little concerned with the scene loading being slower too. Tempted to make a scene versus non-scene loading comparison.
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Leadwerks Game Engine 4.6 Beta Update
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
I sent you a PM reminder but it's probably worth documenting here too that Analytics still needs to be fixed (I haven't tested the beta but you didn't mention it being fixed above). I think getting player data is a very valuable tool.
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Leadwerks Game Engine 4.6 Beta Update
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Thanks. I'd like to hope it's an easy fix. Apparently the panel just doesn't refresh after the material is created.
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Leadwerks Game Engine 4.6 Beta Update
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Was this report from a year ago fixed by any chance (I think imothep's problem is different than the one I reported)? https://www.leadwerks.com/community/topic/17034-material-files-dont-show/
This still happens in the current release (4.5; happened today) but I can't test the beta now.
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22 minutes ago, Josh said:
Do you have any idea how big a deal that would be? It would take a year just to get back to where we are now.
I didn't know. What more would you need to do other than replace Newton functions with another engine's? (This assumes, of course, that there are 1 to 1 functions available.)
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Josh, can you tell us why another (possibly better) engine is seriously not viable? I assume it's been a few years since you looked into other engines.
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Yikes. Did he break something he shouldn't have?
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Not sure how many other users came across these problems but I suspect you appreciate their challenges more now. Glad you're handling this because these issues are definitely beyond my skills.
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Vehicle WIP in Leadwerks 4.6
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Yeah, the rules seem pretty easy to set up and probably best to search for minimal terms, not combined terms. If the name contains "steering" then it's safe to assume it's a steering wheel. Name could also be "steering wheel" or "steering_wheel" so searching for "steeringwheel" might not work. Though it's not too bad to ask devs to name limbs specific things (like how we have collisionhull right now), it's ideal to be flexible, if possible, to not even need to have devs alter their models.
Also, the model could include a spare tire on the back (or in the trunk), like Jeeps do (https://ddcfq0gxiontw.cloudfront.net/Review/39832078/17545495/medium_square.jpg) so not sure how you'd handle that. I guess if the name includes "spare," it's disregarded.
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Vehicle WIP in Leadwerks 4.6
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
That video looks pretty solid. I assume we create our own collision mesh(es) for the body? For example, a car. a truck and a plough truck will have different looking meshes.
It would also be nice if the code that detects "wheel" and "tire" could also detect the words "front," "back," "left" and "right" in the names. That way there would be no ambiguity and we can name a tire tire.front.left or FrontLeftWheel, for example.
Also, what do you mean by a script doing the interpretation? How do people using only C++ get their car tires detected?
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Introducing the Lobby System in Leadwerks 4.6
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Definitely familiar with this stuff, having worked with Steam (and literally working with it right now). Very flexible. Curious if you'll end up implementing some functions for transferring various data types beyond the void pointer Steam uses for packet send/receive.
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Leadwerks Game Engine 4.6 Beta Available
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
3 hours ago, Josh said:Incidentally, the extra spring parameters were the only thing that were missing to build your own vehicles. I will be implementing this with the standard Leadwerks API.
Love it. I hope there will be a clear example somewhere of how to set it up and what to adjust for certain effects (less or more bounce, tighter or looser steering, etc.).
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Sounds like a good call; first impressions are important. Good luck with it and looking forward to the release.
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I prefer using the stable release version but I'll likely switch to beta just for the vehicle system.
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Ultra Engine Beta Updated
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
7 hours ago, Chrissos said:Will Leadworks license works on Turbo game engine? Or that is gonna be a separate engine, with separate license?
You will need to purchase it separately. I believe there was talk of a possible discount for Leadwerks owners.
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FBX Converter Updated
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
I updated a project that was current before this: 85 files updated (most of this was Leadwerks returning the Grass, Plants and Trees folders and their contents after I already deleted them). I hope Turbo will be smarter about this. But despite that, thank you for the update. I look forward to the bug fixes.
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Leadwerks Software to Assist NASA Building VR Applications
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
I'm happy for this working out for you Josh. Congratulations!
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I love the extra flexibility.
Quotemipmaps will be generated on loading
I'm hoping that will be optional as sometimes you intentionally uncheck these in Leadwerks to make images look better (unless Turbo handles this a different way).
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I have a random question: will Turbo continue to incorporate libraries/tools Leadwerks has now? I'm thinking specifically Steam SDK but also libcurl, GameAnalytics and anything else currently in Leadwerks. Is there anything that might be cut?
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Beta Branch Updated
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Understood. Thank you Josh.
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Beta Branch Updated
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Does this mean you're back in the U.S.? Any ETA on these issues:
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I forget if it was ever fixed in Leadwerks but will this avoid the issue where models pop back late when you turn around fast?
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I don't remember the conversation on this before but are you required to use auto or can you still use Context*, Window*, etc?
Leadwerks Game Engine 4.6 Beta Update
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Posted
I forgot earlier but the navmesh and character controller issues would be nice to be fixed as well.