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Posts posted by shadmar
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It's known, and excpected.
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You should set the context blendmode to Blend.Alpha prior to drawing the button.
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Not trying to undermine the request, but if you dont want to wait :
shaders/Terrain/wireframe.shader
Just add the a line somewehere in main() :
discard;
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Make tower search for enemies by doing World:ForEachEntityInAABBDo()
Then check Entity:GetDistance() for all and choose the least one.
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Git or subversion can do this if you install a repository locally.
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Yeah nice addition.
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1. Not sure, I think it comes with a slow framerate, but disable occlusion culling might help if it's on.
2. MSAA looks great but is a very slow AA technique in my opinion. You could try combing, like 2 x MSAA + FXAA looks pretty good. Or just use plain FXAA for speed.
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Well I like the guessing game just as much as the next guy
Post your model/materials so we can have a look.
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Blend solid not alpha.
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Click double sided in the material editor.
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I believe it's just another update (free)
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Here is a way to mod an existing shader to produce fresnel (rim)
http://www.leadwerks.com/werkspace/topic/9312-rim-lightening/#entry70608
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Add a return model to your addtiles function and use this to register a grid:
grid = {} for i = 1, 10 do grid[i] = {} for j = 1, 10 do grid[i][j] = AddTile(i,0,j) end end
and you can then access individual tiles by grid[x][y]
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Use filter mode pixel, not smooth on the texture. Also uncompressed might help.
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3.7 will have that. It's not entirely done yet.
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It has ben changed since that video.
You will find c++ project files for Windows and Linux inside the project folder for all your projects.
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I'm desirable
Map::Load() does this for you. http://www.leadwerks.com/werkspace/page/api-reference/_/map/mapload-r510
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Disable physics for it, using SetPosition() on physics enabled objects isn't really how you are suppose to do it. You should use forces.
EntityDoor->SetMass(0.0f);
Also note that the door prefab you are using has a connected script : SlidingDoor.lua
You would be better off just loading the model file (mdl) for the door in your example, not the physics enabled prefab which also has a script attached to it.
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Ah sorry. Yes the function is not written by me. So x,y,z = x,h,y
But it should be easy for you to convert the function to LE standards :-)
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camera->SetRange() is deafult 0.01,1000, just increase it so it's extends beyond you terrain.
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You can manipulate terrain using Terrain:SetHeight(x,y,z,false) with perlin noise.
However computing perlin noise in lua is rather painly slow, lua doesn't do complex maths very fast compared C/C++ witch upto hundreds times faster or GLSL by thousands times faster. (yes I've tested) So I'd recommend using C/C++ or GLSL for the noise generation, rest could be done in lua just fine.
using a timer
in Programming
Posted
something like this would do the trick: