-
Posts
281 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Blog Comments posted by Wchris
-
-
Realtime texture updates, animated textures and background loading ! That's sweet ! I like it (but i'm not on facebook)
can this texture updates be used to make decals ?
-
Fantastic !
Take 3 weeks of holiday. First week your mind is still 50% at work, second week you're on holiday 100%, third week you already think on comming back at work.
Will LE 3 be more thread friendly ? (i ask this because it'll probably be difficult to add afterwards, so it should be by design from the beginning)
-
Really beautifull. You're talented ! woaw
i just find the field of depth view a bit strong, things become blurry too early where i would expect to still see details. But it's perhaps just me.
in picture 20, the train is blurred because you are looking at the bench, and if you look at the train the train becomes clear and the bench blurred ? If it works like this it's ok in game and just surprising on screenshots.
-
is this feature related to this issue ? http://leadwerks.com/werkspace/index.php?/topic/480-removing-null-framewerk-message/page__hl__null framewerk__fromsearch__1
do you mean C++ and lua code can share the same framework ? layer worlds and cameras can be created in c++ and used in lua ? or the opposite ?
will you provide a sample tutorial of mixing c++ code and lua ? for example loading the scene with lua to get exact same result as the editor and running the game with c++ ?
EDIT: okay, i finally understood, it's about the new framework commands included in the LE header. And i got some explanations on how it works in the Getting_Started_With_Lua.pdf tutorial. For me it's a good,solution , because i don't want to modify the framewerk... but i still wonder how others will be able to mod the framewerk now ? i don't understand how its possible ?
Out of OpenGL3Context
in Development Blog
A blog by Josh in General
Posted
- Will LE3 allow to specify groups of objects affected by a light ? or groups of objects not affected by a light ? My idea behind this question is that it can be usefull if for example you want to use a light to project a bitmap on a group of ground objects under the player (instead of using a decal), or if you remove the roof of a house and don't want the external light to shine in (asked by someone in the forums but currently difficult with LE2) http://leadwerks.com/werkspace/index.php?/topic/2950-able-to-make-light-not-penetrate-thru/ Or having invisible objects that still block light ?
Or maybe there is another better way ?
- i already imagine what i can do with custom events cool
- "Using the interactions system in LE3 with inputs and outputs" i think i need a drawing