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Posts posted by Roland
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The ProjectWizard will not contain any macro-languages.
Its absolute enough to support the existing languages.
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Thanks macklebee for putting the Blitz code up
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Thanks Guys for your contributions.
I will work a bit on this during this weekend
Lumooja... Who else could make an own language.
Well you know my touch about defines.... they should only be used
in absolute weird seldom circumstances where a typed variable or constant
can't be used. In fact I think the world should have been a better place
without defines. Is this the successor to C++ to that you have been talking about
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Hi again.
First I really want to thank all of you for the suggestions.
After have read the posts it seems to me that Blender is the way to go.
I have no problem with the Blender interface, its just another program.
While looking at Blender's animation I came across the MHX format that
Makehuman (a free program that creates humans) produces. There is a
plugin for blender that accepts MakeHuman models including BHV motions
directly. Havent tested that yet, but if it works that would really
be something.
Thanks for the video 'Niosop'.
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Hi
I need some advice for getting some skinning/animation software.
I'm using Modo and it works great for creating Leadwerks content.
BUT! (there is always a but ), Modo has no skinning/IK animation
support, so I need to make those things in some other application.
Modo both reads and writes Collada and FBX files (and OBJ of course)
and I guess that will be OK for most other applications.
I can not afford and high price software so it has to be something
at max 300$.
I'm not interested in suggestions on replacing Modo by 3DSMax, Maya etc
of same reason ( the price ).
So If anyone have a suggestion on something that would work nicely with
Leadwerks ( Collada or FBX import/export ) I would appreciate it.
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Hi all great Leadwerks programmers.
As you know or may not know, I'm making an update to the ProjectWizard (see my blog). Here is the new look of the ProjectWizard.
Now I need you help. What I want is you to suggest template code for the different cases
that the ProjectWizard can generate.
Current version of the ProjectWizard produces a project showing a rotating cube. Creating same
game output for the different cases is a good idea I think. However there is no law telling that
the produced project must produce a rotating cube, so thats up to you think about.
Here the different cases that needs code (including sample project)
- LUA loaded by Engine.exe
- C++ using engine.h only
- C++ LEO using Framework (internal Framewerk)
- C++ LEO using Framewerk (Framewerk files)
- C++ Gamelib
There is no C# here, but It can be added if anyone produces code and a sample project for it
I wish us good luck with this.
Roland
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- LUA loaded by Engine.exe
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Leadwerks Engine Chart - PDF (Revision 6)
I do have spare time. Oh well.
Very nice UML work.
A bit more detailed also.
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This the latest update.
Hope this gives a valid overview of the Leadwerks Engine system
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- Engine.exe is not using engine.dll
- GameLib is using LEO, not engine.h
- LUA API is not using engine.h
- BlitzMax is using LUA API
Great. More diagram work to do.
Thanks
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Laurens
Thanks for that clarification. It helped.
Here is the diagram updated a bit
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Paul
Seems right. I will update my diagram.
Thanks
Laurens
I do have problems with Framewerk and Framework.
According to Lumooja Framewerk is still needed for those
who needs customization. See my blog here ProjectWizard update
This thing with both a Framewerk and a Framework which seems to
overlap is really confusing.
And of course you are correct about that C# does not use engine.h.
Thanks
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Hi
I'm trying to catch up a little on latest additions and news as I have been
away from Leadwerks for a couple of months. When doing that I created
a diagram of the diffrent parts. I dont know if I got it all right so I guess
many eyes are better that my two. Here is a schematic on my understanding
of the Leadwerks system. Please tell if I forgot something or there are errors.
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And some of us lives in a country with 8 hours time difference
so we are sleeping when you are not
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Make a LUA hybrid mode template also.
Good idea and added to the list of TODO's
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Hi all programmers.
I will do a ProjectWizard update/revision during Jan or Feb.
So if anyone have any comments or reqeusts on this, make them here.
Planned so far is
- New ProjectWizard GUI using Crossplatform FLTK (Fast Light Toolkit) instead of Microsoft MFC.
- Templates using Framework.
- Templates for using LUA
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I don't know why you get warning messages, because I don't get any.
Mayby your are 'cheating' by having this line at top..
#pragma warning(disable:4244)
or maybe some compiler setting
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Why this unusual thing. Including source files in source files.
Personally I would prefer standard behaviour, thats
do it as usual and include the source files in the project.
First when compiling I was really confused. Why on earth
do I get the error LNK2005: .... already defined in engine.obj
But then I found those lines in gamelib.cpp.
Problem solved by just comment them out
#include "gamelib.h" //#include "engine.cpp" //#include "framewerk.cpp" //#include "renderer.cpp" //#include "layer.cpp"
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To get rid of this type of warnings
cpp\renderer.cpp(457) : warning C4244: 'argument' : conversion from 'double' to 'flt', possible loss of data
following lines needs to be changed in Renderer.cpp
Renderer.cpp 457
ScaleEntity( skybox, Vec3(farrange/2.0f) );
Renderer.cpp 798-800
SetShaderFloat(postfilter,"saturation",(flt)saturation); SetShaderFloat(postfilter,"brightness",(flt)brightness); SetShaderFloat(postfilter,"contrast",(flt)contrast);
Renderer.cpp 1085
SetColor(Vec4(1,1,1,(flt)irisadjustmentspeed*AppSpeed()));
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PixelPerfect
Yes I'm the everyday resync type of guy.
Marleys Ghost
Thanks for the tip. Seems to be same thing that Josh suggests
Josh
Tested with incresing from 100 to 1500 and the results are much better.
Some strange things still appears. I will test around a little more, I know my
terrain is a bit extreme but thats my idea. I could try make the cliff walls half
the height to see if that will make things better
I played around a little more with the light values and got acceptable results
by not only increasing the range, but also increasing the Shadow Distance Y value.
Those changes gave pretty good shadows but there was still a "shadow ring" around
the camera sometimes. However I got rid of this by decreasing the Shadow Distance X value.
So I think my problem is solved for now
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Hi
I have some weird shadows in my very simple terrain (1024x1024)
with one single directinal light. Check this video which shows the problem.
Its appearing on all places in the terrain.
Is there anything I can do about it?
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Call for ProjectWizard Template code
in Programming
Posted
Macros and inline's are definitely not the same thing.
Back to the 80's