Jump to content

shadmar

Members
  • Posts

    3,618
  • Joined

  • Last visited

Posts posted by shadmar

  1. That is not what I'm looking for, but thanks.

    I'll just see how far I get, LE seems to have very extensive commandset and full access to vertices, so I'll se how far I get.

    But in the meantime I'll try getting myself tutorialized in the basics.

    So far impressive SDK. :blink:

     

    Thank you for your time.

     

    Shad.

  2. It doesn't really matter which is a core and which a Framework command, this happens to be the only command which exists on both, and also the only command which does not work when using Framework, unless using the Framework version of the command.

     

    Just my luck then bumping into the only one. :blink:

    Anyway thank you for the swift response.

     

    I noticed the terrain isn't moveable, I think I read somewhere that it's not supported.

    Too bad, such a powerful quadtree-based terrain like that should be.

  3. fw.renderer:SetWireFrame(1)

    WireFrame is the core engine command (same as Wireframe in C++), which is reset on each frame when using Framework.

    SetWireframe is a command to tell Framework to use your own wireframe mode for each frame.

    However, it works only on the main world, so models in the transparency world are still rendered without wireframe, which is a bug, and should be fixed soon.

     

    Thank you. It works.

    How I can tell the difference of core engine commands and what's framework commandset ?

     

    Thanks :)

  4. Hi and first of all just a beginner in LE, and the engine is so far the best you can get for $200 in my humble opinion.

    I bought it mainly because of the lua script possibilties and I've written some mods for WoW in the past.

    I understand that the documentation isn't complete for LUA but I'm currently just translating the C++ functions as it's almot equal.

     

    So my little question is, how do I render in wireframe (I'm not using the editor) ?

     

    Here is what I tried :

    ..
    --terrain
    terrain=CreateTerrain( 512 ) 
    TerrainDetail( 10 ) 
    --terrain:SetPosition(Vec3(3000,0,0)) -- this doesn't work ?
    
    WireFrame(1) -- does not seem to work here
    
    --Create the main loop 
    while AppTerminate()==0 do 
    cube:Turn(Vec3(0.1,0.1,0.1)) 
    mesh3:Turn(Vec3(0.1,0.1,0.1)) 
    WireFrame(1) -- or here
    fw:Update() 
    fw:Render() 
    Flip(0) 
    end 

     

    Thanks! :)

  5. Thanks JTimm, I don't have access to the other forums, but has anyone done clipmaps in LW using GLSL shaders before or something similar ?

    I've only done very basic vertex shader clipmaps in HLSL, no texturing and not spherical.

    I know there are some sources / papers on this around the net / nvidea's gpu gems etc.

    What I'm really asking is there any severe limitations I could run into using LW if I want to start a project like this?

     

    Thanks.

  6. Hey again, and thanks for the instant friendly replies :)

     

     

    Anisotropic Filter = 1

    Texture Quality = Very low

    Physics Quality = Fast

    Model Detail = Low

    Shadows Quality = Disabled

     

    Turn off all FX

    Yes this gave me a few, but decreasing number of trees was even better, thanks.

     

     

    4: LW is not per direct for FPS only. i know that there is a topic where someone is making a flight simulator. There is also a topic that goes about extenting terrain. The Terrain editor in the editor has a limit of 4096 I believe but it is possible to extend it.

    I will do some testing thanks :)

     

    1.

    I didnt tested it myself (guessing) but LE supports levelofdetail (LOD models) - if the lower lods are tiling as well no seams should appear but there would be no stitching going on like in "real" lod terrain. So i would expect "sparclies" - like tiny white dots appear where surfacepoints dont align up perfectly.

     

    I think I can get the stiching to align up by creating tiles that are always at y=0 around the edges, you might think that it will look strange and very manufactured, but from what I did in rad, it worked pretty well.

     

    2.

    If the tiles are equal in size (like in 1. - terrain tiles) and no strange size like 128m 13.21cm is used, copy and past or cloning works at runtime (in the editor) but for infinity terrain you would like to do that in the code depending on camera world position imho.

     

    Not sure I got this, you mean just in the editor? What if I wanted to use 9 x 4096x4096 terrains in a threadmill (move the back tiles depending on your position) so my terrain never ends? Is this possible runtime in a game. Imagine a jet flying in a straight line and then just reuse terrain tiles over and over like a threadmill.

  7. Hello

     

    I'm just a 2 hour experienced Leadwerks trial user, from what I see it looks great.

    I've currently used 3drad the last 2.5 years and wanted to look around abit.

     

    My questions are (sorry if dome are asked before) but..

     

    1. I have some HLSL shaders i've written for 3drad, are they possible to use in LW (if converted to GLSL) and can I apply these on terrain or custom meshes ?

    2. Can I tile terrains and move them / clone them runtime ?

    3. Can a terrain be spherical if I wanted to do a whole planet ? And how would physics (radial gforce?) work.

    4. Is LW a fps engine? I can't seem to find any flightsims examples (in my limited forum access) - Can this be achived :

    (done in 3drad using tiled terrain patches so it virtually infinte)

    5. I get about 25 fps loading the arctic scene, I do realize that my dell xps laptop 8600M GT card isn't the top notch, but there must be ways to run this for lower specced cards by optimizations ?

     

    Thanks for reading :)

×
×
  • Create New...