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VeTaL

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Everything posted by VeTaL

  1. ...and nobody knows, when LE 3 will come Really, i need at least box scaling: i grab scale arrow - physic box is deleted i drop scale arrow - new bbox size is calculated and new box body is created this is basic, but extremely important thing - i think, its better to make us at least this thing, but not to cut down scaling in general In addition, there are still important things like limitation on 5 textures number and undo - i dont think that new editor for LE 3 would be avaivable in the nearest half of year.
  2. Well, imagine a situation: i need to place 2 stones: one should be large, another one is small... do i need to convert one models two times? And what if there are 20 stones with different sizes with different scales. Or if i want to make some playtests and create level, which consists of my content + different-scaled boxes.. I need to convert hundreds of different shapes boxes instead of one working scale. I thought, you're talking about something like Hammer with modification for Leadwerks - that should be nice indeed.
  3. I'm starting to work with menu state machine that i saw on Irrlicht forum - and i liked it. Soo, i turned off level loading and started menu... but i noted this thing: if i dont touch mouse, i got almost 400 fps (AMD Athlon Dual Core 3800+ 2.01, 3 Gb, 9600 GT), but if i only move my mouse, i have 150 fps 0_0 any comments?
  4. //There are already a couple of thired party apps that do the job. For example? //Just press F4 Err.. what?
  5. Just have a question to community: how are you living without it? I need to do something with this as its required for leveldesign. Just wanted to know ideas or solutions.
  6. Whoa, quite useful recommendations.
  7. Great idea I have no idea, how this can be implemented in LE 2, but nice to keep it in mind for LE 3 for Josh.
  8. Sorry for resurrecting old thread, i'm also interested in ways of real mirror creation (entity, which can be placed on the wall and show room). I found this thread about Realtime Cubemap Reflection , so what is the best way to make a mirror?
  9. And what about further work? Do you plan to add volumetric clouds/fog, using particles?
  10. VeTaL

    PS3

    Josh, we are at the stage of giving our game documents to investor. Thats why i'm asking about planning LE support of PS3 - if its planned, we can add this to documents and then we would see, if we can later buy ps3 dev kit.
  11. Yep, you have almost the same problem as me: physical body are on their places, but graphical are disappeared. The differ is: in my case it depends on bounding box (which is far away from model, you can see it on the last screenshots in my large bug-report), in your case looking like bbox is on its place. Lets hope our information would be useful for Josh.
  12. VeTaL

    PS3

    I'm thinking about buying it, so i wanted to know if its support in LE is planned in the future.
  13. VeTaL

    PS3

    First one xD Well, the question is next: what about PS3 support? I'd read that it would be supported by LE 3.
  14. Can you upload video to youtube or so: i cant get it
  15. 0_0 wtf... i tried to do searching on that forum some days (maybe week) ago and it requires my account - thats why i started this discussion... Thanks, macklebee and sorry, guys, for troubling - looking like search is working good for me now.
  16. Josh, how are you with fixing this ? PS: another quite actual request http://www.leadwerks.com/werkspace/topic/3213-userdata-uniforms/
  17. Good luck with emulating cloth, really.
  18. I cant login there as i registered only at this forum. PS: that forum was down at the time i wrote my second question.
  19. +1, i was talking about loading models from RAM in previous summer
  20. Hm, quite interesting idea... How did you achieved that? //I have made a demo with 100 million models in a SQLite3 database which runs on another thread and that way you can stream models infinitely without any delays Well, you have some models in separate database - thats ok... you have a second loop - thats ok.. but how did you load model from database to engine without delays? Or you're talking about instanced models (as Rick said, you preload one model. and get coordinates of other models from SQL)?
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