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neseir

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Everything posted by neseir

  1. Hi Any tip how to do this in LUA ? Just installed the indie edition but have not worked with the LUA functions much. //Eirik
  2. Valve just released some specifications of their "game-console". Looks like a competent hardware combination that too (still no price which I think will be a bit higher than the suggested hardware here). http://steamcommunity.com/groups/steamuniverse#announcements/detail/2145128928746175450 The graphics card of their choice is NVidia too. Have not been using AMD cards for a while but had some expectations for the new APU chips but it looks like it will be some time before it is supported (and have good enough performance ?). //Eirik
  3. Had the same experience with some simple Box2D tests. Suspected the physics part but it turned out to be the shadow performance that slowed down the simulation. //Eirik
  4. Hi I often switch of the internal speaker on my laptop and uses a USB headphone set (some programs just will not detect or prefer the USB headset and it is easier to just switch of the internal speaker and microphone to force all audio input/output to the headset). This causes the Leadwerks Editor (and programs that uses the LE engine) to fail to start if I forget to reenable the internal speaker again after disconnecting the USB headset (get the same message as listed with just a terminated line in the log file). If started from the console, LE will log some information about not able to find a sound device and then terminate. Enabling the sound device solves the problem for me but a warning instead of termination of the application would be great.. //Eirik
  5. Hi Testet shadmars program on my laptop and I get steady 45 + (starts on 55+) frames per sec. using 1000 boxes (Lenovo 530W with nVidia card). Setting the amount of boxes to 500 gives an average of 400+ frames (difficult to see because it changes a lot but it looks like the average is around 400). BR Eirik
  6. Hi using the physicstest I get a sluggish respons (and sometimes a crash) while the physicstestold is smooth. It looks like the difference in the lua script is just that the app.lua creates one box (base) prior to the loop while the the appold.lua creates just the boxes in the loop (no base). The other changes mentioned seems to be in both lua script. Does the size of the .exe file reflects other changes to (the file marked as old is some bigger than the other exe file) ? BR Eirik
  7. Strange. Got the same problem with performance and did as suggested with renaming the .exe file and the cfg file and then it ran at full speed again. I have a thinkpad lenovo with some weird energy profiles where it selects a Intel 4000 card if no heavy rendering is done or a NVidia card (K1000 I think) for full performance. Suspect the profile stuff on the portable PC is playing some tricks resulting in the really bad fps I got (minutes on loading the editor and 0.x fps after finished loading). Anyway running at full speed now with the renamed files :-) BR Eirik
  8. Thanks to all of You ! Got it to work using the two examples here Regards Eirik
  9. Hi klepto2 Thanks a lot, this is to great help. Both in this specific thing I'm trying to implement and with in some tests I intend to do later using shaders. Regards Eirik
  10. Thanks Josh! Will check this later tonight. Regards Eirik
  11. Hi Is it possible to use draw commands like the context functions to create a texture runtime ? I think I saw a simular questions where he who asked it solved it by using OpenGL commands instead of functions in Leadwerks but it would be nice if this was supported in the engine. The idea is to create textures with information drawn using functions like drawtext and drawimage and apply the created texture to an entity. Regards Eirik
  12. Very good ! I'm new to Leadwerks and these tutorials are a real kickstarter to get started. Thanks a lot ! Br Eirik
  13. Nice tutorial ! Just the combination of tools I plan to use BR Eirik
  14. Perfect ! Added this to the "\Leadwerks\Engine\Source" folder and it compiled just fine. Thanks ! BR Eirik
  15. Hi Josh Tested now with a not modified leadwerks.h file (fresh update of Leadwerks). Using VS 2010 (Professional edition) I still get this : 1>------ Rebuild All started: Project: CTest, Configuration: Debug Win32 ------ 1>Build started 08.04.2013 20:16:19. 1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(299,5): warning MSB8004: Output Directory does not end with a trailing slash. This build instance will add the slash as it is required to allow proper evaluation of the Output Directory. 1>InitializeBuildStatus: 1> Creating "Debug\CTest.unsuccessfulbuild" because "AlwaysCreate" was specified. 1>ClCompile: 1> main.cpp 1>C:\Leadwerks\Engine\Source\Leadwerks.h(190): fatal error C1083: Cannot open include file: 'dirent.win32.h': No such file or directory 1> App.cpp 1>C:\Leadwerks\Engine\Source\Leadwerks.h(190): fatal error C1083: Cannot open include file: 'dirent.win32.h': No such file or directory 1> Generating Code... 1> 1>Build FAILED. BR Eirik
  16. Thanks for sharing ! This was right on the spot what I needed for a smal project I'm working on. BR Eirik
  17. Hi This is the included folders : /I"C:/Leadwerks\Engine\Source\Libraries\NewtonDynamics\packages\thirdParty\pthreads.2" /I"C:/Leadwerks\Engine\Source\Libraries\freetype-2.4.7\include" /I"C:/Leadwerks\Engine\Source\Libraries\OpenAL\include" /I"C:/Leadwerks\Engine\Source\Libraries\NewtonDynamics\packages\dMath" /I"C:/Leadwerks\Engine\Source\Libraries\NewtonDynamics\packages\dContainers" /I"C:/Leadwerks\Engine\Source\Libraries\NewtonDynamics\packages\dCustomJoints" /I"C:/Leadwerks\Engine\Source\Libraries\NewtonDynamics\coreLibrary_300\source\openCL" /I"C:/Leadwerks\Engine\Source\Libraries\NewtonDynamics\coreLibrary_300\source\core" /I"C:/Leadwerks\Engine\Source\Libraries\NewtonDynamics\coreLibrary_300\source\meshUtil" /I"C:/Leadwerks\Engine\Source\Libraries\NewtonDynamics\coreLibrary_300\source\physics" /I"C:/Leadwerks\Engine\Source\Libraries\RecastNavigation\RecastDemo\Include" /I"C:/Leadwerks\Engine\Source\Libraries\RecastNavigation\DetourCrowd\Include" /I"C:/Leadwerks\Engine\Source\Libraries\RecastNavigation\DetourTileCache\Include" /I"C:/Leadwerks\Engine\Source\Libraries\RecastNavigation\DebugUtils\Include" /I"C:/Leadwerks\Engine\Source\Libraries\RecastNavigation\Recast\Include" /I"C:/Leadwerks\Engine\Source\Libraries\HACD\src\HACD_Lib\inc" /I"C:/Leadwerks\Engine\Source\Libraries\NewtonDynamics\coreLibrary_300\source\newton" /I"C:/Leadwerks\Engine\Source\Libraries\RecastNavigation\Detour\Include" /I"C:/Leadwerks\Engine\Source\Libraries\tolua++-1.0.93\include" /I"C:/Leadwerks\Engine\Source\Libraries\LuaJIT-1.1.6\dynasm" /I"C:/Leadwerks\Engine\Source\Libraries/lua-5.1.4" /I"C:/Leadwerks\Engine\Source\Libraries/glew-1.6.0/include/GL" /I"C:/Leadwerks\Engine\Source\Libraries\glew-1.6.0\include" /I"C:/Leadwerks\Engine\Source\Libraries\enet-1.3.1\include" /I"C:/Leadwerks\Engine\Source\Libraries\zlib-1.2.5" /I"C:/Leadwerks\Engine\Source" /I"C:/Leadwerks\Engine\Source\Libraries\freetype-2.4.3\include" I can't find any referance to the extra folder and only two headerfiles named win32.xxxxxxx.h (opengl and window). The dirent.h should be named win32.dirent.h if available as the leadwerks.h header files tries to include (if the extra folder was also added to the include path) or using the dirent.h name if the \Leadwerks\Engine\Source\extra should be used. BR Eirik
  18. Hi When compiling a new C++ project created from the Leadwerks 3.0 Editor I get a message that the leadwerks.h file tries to include dirent.win32.h which it cannot find. Searching for this file confirmes that I do not have it installed. Changing the entry #include "dirent.win32.h" on line 190 in the leadwerks.h header file to #include "extra\dirent.h" which I presume does the same works ok but is this the proper way to solve this or should I install/refer to other components that the LE 3 engine depends on ? Regards Eirik
  19. Hi Starting Leadwerks 3.0 studio on a PC with disabled soundcard (portable used in dockingstation) fails with no messages (unless started from a command-shell where it complains about not beeing able to start due to error of soundsystem). The log from the editor (Leadwrks.log) is just closed without flushing the buffer (not completed. Terminates while logging the startup of the default project without ending the current line). Enabling the soundcard solves this but a message either in the log or on the desktop would be nice (would have saved me a lot of time and frustration yesterday ). Regards Eirik Nesje
  20. If it was a hardware problem I would expect it to occur in other programs too. I have a lot of other programs using OpenGL and DirectX and none of them got this problem. Found some information about NVidia drivers and e.g Cryeng where there have been reported problems that repports the same information (I'm using 285 after downgrading from 295 with no success. The information specified that it had to be revision 275 that where used, Downloaded that one too with no success. I will leave it for now and evaluate on the portable computer where it works for me (not the best piece of HW but.......). Regards Eirik
  21. That is the part that confuses me. When I use Visual Studio to build a program (any example) it works. Only the tools (Editor etc) does not start. Checked the same package (trial) that I downloaded and it works ok on a portable computer I got with the same edition of Windows. What I notice is that on this installation (portable computer) there are created logfiles from the tools but the same log files does not exists on the other installation. I only get the message about it is starting and then the message disappear and nothing more happens. //Eirik
  22. Hi I have recently downloaded and installed the evalutation kit but it failse to start any of the tools. Have updated the graphics driver to the latest edition but i will not start. If I compiles some of the examples using VS 2008 they works. Is there a methode to get more information/log of the startup of the tools ? I can find some in the Windows 7 application log : Loggnavn: Application Kilde: Application Error Dato: 07.03.2012 18:20:40 Hendelses-ID: 1000 Oppgavekategori:(100) Nivå: Feil Nøkkelord: Klassisk Bruker: I/T Datamaskin: neseir0-PCH Beskrivelse: Programnavn med feil: MaterialEditor.exe, versjon: 0.0.0.0, tidsangivelse: 0x4df01d33 Modulnavn med feil: unknown, versjon: 0.0.0.0, tidsangivelse: 0x00000000 Unntakskode: 0xc0000005 Feilforskyvning: 0x02e1d8fb Feil prosess-ID: 0xad0 Feil starttid for program: 0x01ccfc869e0e5c7b Feil programbane: D:\Leadwerks Engine SDK\MaterialEditor.exe Feil modulbane: unknown Rapport-ID: dc6c965e-6879-11e1-a13b-0010a7077a1c Hendelses-XML-fil: <Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event"> <System> <Provider Name="Application Error" /> <EventID Qualifiers="0">1000</EventID> <Level>2</Level> <Task>100</Task> <Keywords>0x80000000000000</Keywords> <TimeCreated SystemTime="2012-03-07T17:20:40.000000000Z" /> <EventRecordID>137032</EventRecordID> <Channel>Application</Channel> <Computer>neseir0-PCH</Computer> <Security /> </System> <EventData> <Data>MaterialEditor.exe</Data> <Data>0.0.0.0</Data> <Data>4df01d33</Data> <Data>unknown</Data> <Data>0.0.0.0</Data> <Data>00000000</Data> <Data>c0000005</Data> <Data>02e1d8fb</Data> <Data>ad0</Data> <Data>01ccfc869e0e5c7b</Data> <Data>D:\Leadwerks Engine SDK\MaterialEditor.exe</Data> <Data>unknown</Data> <Data>dc6c965e-6879-11e1-a13b-0010a7077a1c</Data> </EventData> </Event> I'm using Windows 7 32 bit (4 GB mem) and a NVidia GeForce GTX 560 Ti (updated driver to the latest last week). Regards Eirik
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