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Wchris

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Everything posted by Wchris

  1. Hi Paul, Well, in facts there are 3 wrappers. #1 one generated via a header-generator (that requires the original C++ headers) wrote by LUPIN http://www.leadwerks.com/werkspace/user/42-lupin/ and now maintained by me #2 one (most recent) generated via another header-generator (that requires the original C++ headers) wrote by LUPIN http://www.leadwerks.com/werkspace/user/42-lupin/ and this time object oriented #3 an alpha version (incomplete and bugged) of a component set based on #1 sadly : #3 was not released yet, and #1 & #2 got erased from asset store last time Josh tryed to restore the server data on the new server. all 3 are useless if you don't have the original C++ header (that i'm normally not allowed to send to visitors). you must also know that you will get no help with all 3 versions, you'll be alone ... and as you see delphi/pascal items strangely decay and disapeas, just because nobody cares sorry to feel so pesimist but it's my current mood maybe it'll change That said leadwerks syntax is simple, easy and fun to use. But you must code everything. currently the engine is only a mix between a great renderer and a physic engine. No ingame feature available until LE3 that will introduce pathfinding (wich is a must have for 90% of the games except tetris).
  2. If you find severance try to play it the full name was "severance blade of darkness" you really get the feeling it's random slices. but in facts you are right it is not. here is a screenshot but you'll find more with google one more a 2001 game from codemasters ! never seen something like that since severance. those guys were really "code masters" ! EDIT: from a mod site i found it was not realtime slicing http://www.moddb.com/games/severance-blade-of-darkness/tutorials/severance-blade-3d-by-r3d it was pre-computed parts. The feeling was really there ... but setting up all small breakable parts is too much work for an indie. CSG is our only hope with a fill texture for the new faces created.
  3. hi Josh i have merged two of your posts. what about extending the gmf format in LE3 to add CSG solids that define parts that would break appart when collided ? This would be cool because it would remove the work of creating the separate objects for the destructed model. Is this something you're thinking about for LE3 ? The problem is see here is LODS ... you'll have to do this with lods too or remove lod functionnality for breakable objects ?
  4. i'm not sure about this .. i have played "severance" a long time ago (a good game by the way) where you could slice opponents with a sword without a slowdown at all. so it is feasible. (but requires math skills of course )
  5. This is really good news. I have a question similar to mack's. Will i be able to set a starting point on the terrain in the editor, and a destination point on the 3rd floor of a building and get a navigation route that travels thru the terrain, enters the building and clibs the stairs ? or will i have to generate 4 navmeshs ? one for the terrain and 3 levels of my building ?
  6. Hello, I have a problem with my editor, each time i make a syntax error and try to save, i get two times this message popup and only the third popup is the true error message. Does someone know why ? Do you also get this behaviour when you make an error ?
  7. yes i think it depends on the game your are writting, in some case bullet is better, in other cases newton is better, so it would be usefull if we could choose between the two with LE3 even if only newton is officially supported. A C++ abstraction layer for physics engine already exists here on Sourceforge http://www.adrianboeing.com/pal/index.html#intro but i don't know if Josh knows about it.
  8. i thought bullet was opensource and free like newton ? there is a commercial version ? Hey ! i get 4 FPS with newton and 85 FPS with bullet i can't believe it, is this true ??? If this resuilt is true... then.. why do we wait for 4 apples to fall down from the tree on newton's head, when we can have a wheelbarrow filled with 85 apples with bullet ? Or maybe newton should be named bullet, because this thing is shoooting itself in the foot ? LOL The only advantage of newton is that more bodies come to rest, and also they come to rest faster. Bullet is not as good with this, but maybe it is due to a cache system that keeps alive the objects who have a hight probability of being collided ? But LE engine could perhaps force the objects far away from the camera and outside camera vision to stop updating physics and help bullet .
  9. looking good ! the video is really convincing bravo can't wait to see more of this
  10. Thank you for sharing Klepto ! edit: i solved all my problems , it was my fault it is working well now.
  11. Wchris

    iWerks

    Very good summary. Just found someone is already working on a Physics abstraction layer on Sourceforge http://www.adrianboeing.com/pal/index.html#intro (wrtitten in C++, of course )
  12. Wchris

    iWerks

    Well then he just has to add a command allowing to disable integrated physics engine. This will probably be easy for Josh. On the other side, many people buy the engine for it's reputation of ease of use, so they don't want to go deep into newton or bullet API, they just want controllers, collisions and cars to work out of the box in LE.
  13. Wchris

    iWerks

    You are right, early design is very important and can make your life easyer later. If LE3 code is platform-agnostic it's mainly because of the new driver architecture for opengl, directx, ... right ? This provides flexibility, it's a good thing, so why not do the same for physics and have a 'driver' abstration layer that would allow to implement both newton and bullet ? I know you did not reach physics stage in LE3 roadmap, but i wanted to know if 'physics driver architecture' is somewhere on the LE3 roadmap ? Many people request bullet now, but someday newton 2 may catch up. And this way, if the Newton controller is better for FPS, fps coders would use newton; if the car physics is better on bullet, car race coders would use bullet; and we would have the best of both.
  14. i'm a bit late, but maybe you read old blog replies The water prototype is looking good . What about having directional waves emitters in the editor ? is it possible ? This would allow to have waves that move in direction of the shores.
  15. In this thread Flexman says he encountered a similar problem too http://leadwerks.com/werkspace/index.php?/topic/3009-helicopter/page__p__27820__hl__%2Bhigh+%2Bspeed__fromsearch__1#entry27820 He is probably one of the most skilled LE devellopers around, so if he says there is a problem with physics at high speed i tend to believe him. Maybe there is a synchronisation problem between the physics engine and graphics engine after all. Only josh can tell.
  16. - 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
  17. Hi Daril, This is an easy one, it's the first sticky post of this forum section "If you need access to the forums..." http://leadwerks.com/werkspace/index.php?/topic/127-if-you-need-access-to-the-forum/ Welcome back if you did not loose your first name, last name and email adress it should not be a problem if you want us to tell you what's news since your version, then you should start by telling us what version number you currently have. 2.3 adds Lua script programming in the editor 2.4 adds rendering speed optimisations for heavy scenes if you don't need scripting and don't have heavy scenes you can stick with a vesrion previous 2.3 (my opinion) and wait for LE3 big jump.
  18. Why are you not registered as a SDK owner then ? You would get more answers with full access to the forums.
  19. Ok got it working , loading my mesh into the framework transparency world was not enought The trick was to render the transparency world myself after RenderFramework like this : RenderFramework; SetWorld(GetLayerWorld(GetFrameworkLayer(2))); RenderWorld; LEsetWorld(GetLayerWorld(GetFrameworkLayer(0))); Why is framework not doing this itself in RenderFramework ? I have no clue but there is probably a reason. this is the final material file *********************************************************************** Material Generated by ADN 1.1 R3 *********************************************************************** texture0="abstract::red.dds" clamp0=0,0,0 color=1.00000000,0.141176477,0.141176477,0.589999974 blend=1 depthmask=0 depthtest=1 alphatest=0 overlay=0 zsort=1 cullface=1 castshadows=0 specular=0.759999990 bumpscale=3.06999993 gloss=0.460000008 shader="abstract::mesh_diffuse.vert","abstract::mesh_diffuse_specular.frag" shadowshader="Abstract::mesh_shadow.vert",""
  20. i don't think it's a coding problem, in my sample i have attached the body to another one with joint and i start the body looping with a collision by throwing a very fast cube body on it. So the movement is initiated by the colilsion and there is no specific code to render the looping cube, the engine is doing this alone. But i still think this is not a bug, it's just a visual artefact when debugphysics is activated on a very fast parented body. The physic is probably continuing to update asynchronously during the renderframework command, so with very fast bodies the mesh is drawn at the body position but the "debug physic"s is not done at same time, instead it's drawn on top later ... so in the little timelapse, between meshs drawing end debugphysics drawing, the body has already moved and is drawn at a different place by debugphysics. But this just affects debugging visuals and not real gameplay. Of course only josh can confiirm this is how debugphysics works. but Lumooja is right do Updateframewrok before renderframework. First you set the positions of the 3D objects in the world with updateworld, then you render the world with renderworld. It's more logic than the opposite.
  21. I can reproduce the problem , the meshs out of sync with their parent body at hight speed. It has nothin to do with the setvelocity command, it also occurs when a body is collided and bounces at high speed, the attached mesh lags behind. I have no idea how to solve this, you probably should PM Josh and point him to this thread. *screenshot edited with paint net and combined layers so you approximately see what's on screen (a normal paused screenshot would only show one body and one mesh cude)
  22. thank you, i have probably missed something, i'll try again
  23. can someone confirm this ? i'm pretty sure in 2.4 i could collide with the athmosphere and lights bodies with debugphysics enabled.
  24. Wow nice screenshot many thanks to you two got it working
  25. Hi Aggror, i tryed with the editor, but when i set my selector mat file nothing happens, my selector.dds is not projected. and if i go back to the light properties later the material property is not kept and empty again. here's my material and dds selector.zip and a screenshot
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