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Posts posted by gamecreator
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Unfortunately, there are two problems with the documentation:
1. It is incomplete. The last several updates, especially, are rather lacking (i.e.: there are zero GUI examples for C++). And many functions that are in the documentation don't have examples. Some are straightforward and honestly don't need it, others aren't.
2. Some functions are intentionally undocumented because they're unofficial. I think this is the case for the above function(s). However, as far as I can tell, there is no way to know if a function is undocumented because Josh forgot to/chose not to document it or that it's really unofficial.- 1
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You can use world:GetEntity() to get each one. There's an example using it here: https://www.leadwerks.com/community/blogs/entry/1866-common-bottlenecks/page/2/?tab=comments#comment-8055
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Whoa. Didn't know you were so close to the action.
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13 minutes ago, havenphillip said:
What might be cool is if you had a view of the whole planet that you could bring up, and then clicking different points on the planet would load different maps, giving the impression somewhat that you're going all over the place.
This is what Borderlands 3 does. It's a good system.
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Sadly, I don't think there are options to help with this. I hope I'm wrong but I believe the brush size is limited to the maximum slider size and the terrain view distance can't be increased. I tried to see how fast I can paint a flat 4096x4096 terrain and it took me several minutes to awkwardly fly around and paint, area by area, sometimes not being sure what areas I've already covered (since you can't see all of the terrain). This is after I sped everything up to maximum under Tools menu, Options, Viewports, Camera section and I held the Shift key to move around as fast as possible. Working with this map size is very difficult.
That said, consider that perhaps your map size may be too large. I remember Jen thought that she would need a huge map and I think she said 512x512 was still too large for her project, after some further thought. Consider putting some temporary landmarks at the edges of the map and see how long it takes you to get there with reasonable speed, even in a vehicle.
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There is that question too. I thought we were talking about free, hobby projects.
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Agreed. That's the ideal situation. I think it makes sense too for the project to be small enough that one person should be coding and likely the same person directing everything. Once you found a leader/coder the rest should be map designers, artists, musicians, sound, etc. It's also very important to keep things moving. You can't wait two weeks for someone to maybe finish something.
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Oh, like a game HUD. I would do that with a combination of drawimage and drawtext and the function that gets screen coordinates from 3D coordinates. I forget its name and I can't find it in the docs right now. Edit: found it: camera->project()
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I definitely will.
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I'm not clear what you're looking to do. Are you trying to add a label to it by code, looking for the proper coordinates to position it? Or can you just add it by editing the model?
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I'm curious about your process and what collapsing models improves. Maybe you could either blog or post elsewhere about it. In the meantime, I think the collisionmesh bug remains.
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Collapsing it combines all of the meshes into 1... and eliminates the physics shapes. ?
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I should have been more clear that they're four individual models I created in 3DS Max. By collapsing do you mean combining into one? I could certainly combine the ground and the sphere but the idea is to have two separate collision types in one scene and that can't be done with one model (you need at least one named collisionhull and at least one named collisionmesh).
Since I use physics debug, I think I could have simplified this by not even having visible models, just the collision meshes.
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I have the following scene with a ground and a ball (together in one fbx/mdl but four separate models: ground, ground collision shape, sphere, sphere collision shape) and a code-generated character controller.
The ground and the ball have their own collision shapes. If they're both collisionhull, everything is fine. However, if either one is a collisionmesh, the controller falls through the ground, even though the camera physics debug (and the model editor) shows that the collision meshes are there.
Below is the code and attached is the Models folder with all of the fbx and mdl files.
#include "Leadwerks.h" using namespace Leadwerks; Entity* player = NULL; int main(int argc, const char *argv[]) { Leadwerks::Window* window = Leadwerks::Window::Create(); Context* context = Context::Create(window); World* world = World::Create(); Camera* camera = Camera::Create(); camera->SetRotation(25, 0, 0); camera->Move(0, 0, -16); camera->SetDebugPhysicsMode(true); Light* light = DirectionalLight::Create(); light->SetRotation(35, 35, 0); Model* scene = Model::Load("Models/scene_bothcollisionhull.mdl"); // This works! // Model* scene = Model::Load("Models/scene_bothcollisionmesh.mdl"); // This doesn't work - controller falls through ground // Model* scene = Model::Load("Models/scene_groundcollisionmesh_spherecollisionhull.mdl"); // This doesn't work - controller falls through ground // Model* scene = Model::Load("Models/scene_groundcollisionhull_spherecollisionmesh.mdl"); // This doesn't work - controller falls through ground // The next 3 lines don't seem to be necessary but I tried them anyway // scene->SetMass(0); // scene->SetPhysicsMode(Entity::RigidBodyPhysics); // scene->SetCollisionType(Collision::Scene); //Create a character player = Pivot::Create(); Entity* visiblecapsule = Model::Cylinder(16, player); visiblecapsule->SetScale(1, 2, 1); visiblecapsule->SetPosition(0, 1, 0); player->SetMass(1); player->SetPhysicsMode(Entity::CharacterPhysics); player->SetPosition(0, 1, 0); while(true) { if(window->Closed() || window->KeyDown(Key::Escape)) return false; Leadwerks::Time::Update(); float move = (window->KeyDown(Key::Up) - window->KeyDown(Key::Down)) * 4; float strafe = (window->KeyDown(Key::Right) - window->KeyDown(Key::Left)) * 4; player->SetInput(0, move, strafe); world->Update(); world->Render(); context->Sync(); } return 0; }
Comment out one of the Model::Load lines and uncomment another one to load a different combination.
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https://graphicsgale.com/us/ is another good one for pixel art (also free).
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Leadwerks 5 will be "exclusively 64-bit," for what that's worth. I didn't find any news on 4 and since I know Josh is eager to move on, I doubt he'll implement it there.
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Is there a way to have the bloom shader only affect the scene, not the skybox? I like the effect it has on my scene but it washes out a lot of details in the background.
Left is no bloom, right is bloom. (This is with a second directional light in the scene, by the way, out of necessity. And I know the skybox is crappy quality. It's the best I could find for a desert for now.)
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Great project. I'm a sucker for platformers though so I may be biased.
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I thought Leadwerks install took care of this for you but you need to install OpenAL. Use the installer on this page: https://www.openal.org/downloads/
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I think you would use the Move function combined with some math.
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I thought you could also put them into and encrypted (password-protected) zip and read them (your own, not one Leadwerks creates): https://www.leadwerks.com/community/topic/17491-loading-from-the-encrypted-data-file/?do=findComment&comment=113628
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Try removing everything from your project except for main.cpp if you only want to use C/C++.
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This is neat. Thank you for sharing it. I hope to try it later.
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A lot of it is above my head too (since I don't know shaders) but it seems like he uses black as a transparent value (that's why the value of red is 0), anything else as drawable. So your mask could look something like this:
Have Bloom Not Affect Skybox
in General Discussion
Posted
Hey, I just saw your post. May be a silly question but which file are you modifying? I don't have anything that looks like your original shader. I thought it might be the bloom.shader file in the Shaders\PostEffects\Utility folder. It has a section that looks close but different:
I tried replacing it anyway with your version but it didn't work for me.