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Chris Vossen

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About Chris Vossen

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    Software Engineer
  • Birthday 04/12/1988

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    Sacramento, California

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  1. Hello Leadwerks Community! In the game industry everyone is always shuffling around between companies as projects reach different stages of development. Since my senior year of college I have been striving to get on board a production team. So, when Telltale offered me a production internship I jumped at the chance. One of my favorite parts of the transition is that Telltale uses Lua as their scripting language so if I ever run into a production problem that involves scripting I could always jump in and investigate their code! I loved my time at Leadwerks from day drinking with Jo
    1. Show previous comments  1 more
    2. gamecreator


      Pushing that AAA artist was totally worth it. Those arrows look great!

    3. Chris Vossen

      Chris Vossen

      Haha those "lovely" things are programmer art. I'm not sure what AAA quality arrows would look like.

    4. shadmar


      looks good :)

  2. oops Rastar you are completely correct. When I said: I should have said C++ programming in Leadwerks, ie how to escape (or enhance) component based programming. Kennar- I agree that all the tutorials should be housed in one spot, so you don't have to scrounge around the forums. As for pdf's we'll have to see about that (although I'm pretty sure there are tools or scripts out there to turn webpages into pdf)
  3. I will make sure to cover the generic knowledge as well.
  4. Between the release of LE3 and the GDC, life at Leadwerks has been busy to say the least. Now that things have settled down (a little) it is time for something that I have been looking forward to for a while: Tutorials! At GDC we were constantly talking about the power and flexibility that direct native code programming allows and how users are not locked into only component based programming. But then you look at the example game Darkness Awaits and see only component based programming and just Lua scripts.... It's time to right these wrongs. A comprehensive series of tutorials ar
  5. Check out GetTexture: http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/material/materialgettexture-r125 then change of the texture.
  6. I'm a little confused as to the exact nature of the prefab factory. Are you trying to input a prefab name and destination and then have a function that when called will load a prefab at that destination?
  7. Prepping for GDC

    1. Rick


      I just want it to be done already so you guys can get back to the community :)

    2. AggrorJorn


      I agree with Rick, but GDC will important for feautere customers. Have fun.

  8. I'm currently planning out a multiple week "Let's build a FPS" tutorial. It will be a series of tutorials wherein each week I will cover a new subject (movement, lighting, dealing with assets... etc) resulting in the final outcome of fully playable FPS. More to come on this!
  9. I'm just going to quickly post these 2 bits of code: Top Down Camera: Script.target = nil--Entity "Target" Script.distance = 10--float Script.debugphysics = false--bool Script.debugnavigation = false--bool Script.pitch = 20--float Script.height = 10--float function Script:Start() if self.target==nil then return end --debug functions for viewing physics or navigation in game self.entity:SetDebugPhysicsMode(self.debugphysics) self.entity:SetDebugNavigationMode(self.debugnavigation) --Set the camera's rotation self.entity:SetRotation(self.pitch,0,0) end function Scrip
  10. So the proper way to do it is a call to World:Clear(), unfortunately we forgot to tag it for lua (and document it). I'm posting a bug report for this right now and hopefully the lua tag (and documentation) will be available with the next build.
  11. This is a slippery bug (it is really hard to recreate), that we thought we had pinned down. Make sure your current LE3 copy is up to date (Click on the update button on the installer) and we will check it out.
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