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Juggernaut

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Everything posted by Juggernaut

  1. May I get a link where I can view the code please ?
  2. Hello, I know this is not essential to know in order to use the engine. Still, would like to know more about how that class got implemented. Anybody having the source license willing to share the whole structure of the framework ? Thanks,
  3. All right, I will try to look at that "Framework" thing first ..... if that is a wonder wand for us ( new comers ). It seems your code is in LUA and I am using C++ ...... so I guess I look for the C++ version of the framework.
  4. No. I am just trying to set up anti-aliasing working in that camera tutorial.
  5. ok. But I think activating anti-aliasing can fix my issue. I found the function SetAntialias(); But when I call it after Graphics(), though the program builds but it does not run - throws run-time error. "Unhandled exception at 0x777015de in Game_3.exe: 0xC0000005: Access violation reading location 0x00000000." When should I call SetAntialias(1) ? Before Graphics() or after Graphics() or somewhere else ?
  6. Well the problem is that it happens only when I am moving the camera using the mouse. So I do not think a picture will tell the what I mean. You might be able to see it in the tutorial video if you are viewing it in high quality. It is more like a subtle heat-haze effect on the edges and surface of the brick columns - happens only when the camera is moved. No such effect noticed on the concrete floor though.
  7. Hi, I am following the camera control tutorial of LE 2 as shown here - http://www.leadwerks.com/werkspace/page/Documentation/le2/_/tutorials/camera-controls-r385 When I move my mouse sideways I find a slight frosted glass or watery wave along surface of the brick columns and a bit jittery on the edges of the brick columns. What is causing this ? How can I fix it so that it does not happen in my game ? Thanks,
  8. It would be very handy to have an option in the LE 2 and LE 3 editor to visually attach one entity to another so that both the entities maintains their orientation to one another when one of them moves at run-time. Option to choose axis orientation is a big plus.
  9. What was the initial intention ?
  10. True. Well yes, I accept self competency is one big aspect. But I do need to know if the terrain in LE 3.0 will have streaming feature or not. Terrain streaming may come in handy if I am trying to create a racing game. And lastly I am not seeing LE 3 as a mobile device oriented game engine. My main target is PC ( at least for now ) so I want as many features as possible for PC/MAC Platform built-in into the engine. In one line for the PC and MAC I want everything found in LE 2.5 within LE 3, plus something more. And that more may not fit in appropriately for mobile platforms but I can't drop any existing feature found in LE 2.X, otherwise it is not worth the upgrade or is it ?
  11. Well frankly speaking that I was not looking for in LE 3 when LE 2.5 has this feature built in. And that phrase can encompass anything .... Yes, I know that. But the question is will it be part of LE 3's feature set ?
  12. What about LOD, imposters and terrain streaming ? Is that included too ?
  13. Is streaming terrain available in 3.0 ? If not, what maximum terrain size will be supported ? What about LOD, imposters, occlusion culling, portal culling ? I do not see any of them mentioned in the road-map. What about the new particle system that we were shown videos ?
  14. The goblin fails to detect the position of the barbarian and keeps hitting his sword in the thin air while the barbarian stands just beside him! Both of them are standing within the green navmesh area.
  15. ummm ..... ? Not available to the mortals ?
  16. What are those ? Textures ? Or some special entity types in LE 3 ?
  17. Can we have a fully functional demo version to try out by making own levels ? Similar to the demo version of LE 2.5. This demo version only runs the demo level and only allow changes within it. Well if the barbarian can stand in that narrow space behind the barrels, navmesh should have got generated for that area too .....
  18. Ah .... yes ... the green navmesh are absent around the barrels. Wonder why they are left out .....
  19. The goblin keeps hitting in the air at that position in the screenshot. At times the goblin runs away from the barbarian when the barbarian stands behind the barrels or the pillars, instead of chasing him!
  20. Is there a stand-alone version for this material editor ? The one you showed here http://www.leadwerks.com/werkspace/topic/2491-material-editor-for-leadwerks-alpha/ looks great and seems to be a stand alone version. But the download links are not working any more. Where can I have that version ?
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