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Posts posted by codeape
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Sorry for late answer.
Thank you macklebee. That fixed it.
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bool App::Loop() { //Close the window to end the program if (window->Closed()) return false; //Press escape to end freelook mode if (window->KeyHit(Key::Escape)) { window->ShowMouse(); return false; } context->SetColor(1,0,0); context->DrawLine(0,0,200,200); context->SetColor(0,1,0); context->DrawRect(0,0,100,100); Leadwerks::Time::Update(); world->Update(); world->Render(); context->Sync(false); return true; }
When I run this code (the default code) I only see the default map but no 2D Line or Rectangle:
I have also tried adding Clear() from the Command reference examples (could not find any doc on Clear though, is it OpenGL context clear?):
context->SetColor(0,0,0); context->Clear(); context->SetColor(1,0,0); context->DrawLine(0,0,200,200); context->SetColor(0,1,0); context->DrawRect(0,0,100,100);
I run Ubuntu 14:04:
lsb_release -a No LSB modules are available. Distributor ID: Ubuntu Description: Ubuntu 14.04.1 LTS Release: 14.04 Codename: trusty
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Well check this video: Leadwerks Animation Pipeline Improvements
http://www.leadwerks.com/werkspace/blog/1/entry-1256-animation-pipeline-improvements/
It is probably what you want.
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There is no information about the character controller in the Command reference.
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I am running Kubuntu (well i installed Ubuntu and added the Kubuntu packages on top of that) ... KDE together with Leadwerks works well for me .
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Very informative. Good stuff.
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Looks cool =)
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Thank you DerRidda. It worked! The link you posted was not in the KS reward mail but I found the mail after you kindly posted the link.
Sorry for late response but I have moved the last couple of weeks =)
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Hello community,
I finally got around to install my kickstarter reward (PRO level, Standard edition, the c++ one). I followed the link in the email. Installed Leadwerks on my Linux machine and the editor starts (cewl!! awesome!!!).
Ok, so far so good. But, have there been any updates to Leadwerks since the release of Linux standard editon of Leadwerks? How do I know I got the latest build/version of Leadwerks installed? How do I get the Latest build/version?
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LE 3.1 will not be steam only.
Josh is targeting Ubuntu so It will probably be distributed as deb ... hopefully there will be a tar archive also.
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+1
Good idea indeed
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Very interesting article (almost a recipe) about the tech behind the lighting in BioShock:
http://solid-angle.blogspot.se/2014/03/bioshock-infinite-lighting.html
I found it here:
http://games.slashdot.org/story/14/03/04/2340255/game-tech-how-bioshock-infinites-lighting-works
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Could be useful for someone:
http://static.oculusvr.com/sdk-downloads/documents/OculusBestPractices.pdf
Example:
Avoid features that upset the user’s sense of stability in their environment. Rotating or moving
the horizon line or other large components of the user’s environment can be discomforting to the
user.
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Ahhha cool! Thanks for providing fast feedback.
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Leadwerks already avoid the validation step, awesome
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Read this Nvidia presentation (page 64 - 65, "Porting Source to Linux - Valve’s Lessons Learned"):
In short : Don't switch out the attachments of your framebuffers. Instead, switch framebuffers.
The best explanation I found about this:
I realize I never actually said what the optimization is, but if anybody out there is a graphics programmer and wants to know, it might be helpful to explain, since this one is a non-obvious but highly-necessary optimization for GL. The key is this: don't switch out the attachments of your framebuffers. Instead, switch framebuffers. E.g., if you need to render to a texture, don't just keep the same framebuffer and switch out the attachment. Create a new framebuffer, attach the texture, use it, then cache the new FBO. Next time you need to render to the same texture, do a cache lookup and use the same FBO. The idea is that when you change out the attachments of an FBO, it forces the drivers to do some kind of stupid validation, and, for whatever reason (probably the fact that everything related to FBOs is Evil and Bad), this validation takes a remarkable chunk of time, leading to noticeable performance degradation whenever attachment-switching is involved.
http://forums.ltheory.com/viewtopic.php?f=12&t=2148#p28788
I do not know if Leadwerks do this but it could be a good optimisation.
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One thing that bother me though is why it worked with SetPosition for the box with physics mode CharacterPhysics but not the Mesh figure that also have physics mode CharacterPhysics.
However, I have learned a lot though abut Leadwerks.
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1) Character controller MUST SetInput function.
Thanks, that worked. However, I need to tweek some stuff.
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All files are up. Added them to the first post in this thread. Tell me if you need more.
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High quality and vectors means more power GPU to do that , so less fast than simple method ?
Better quality and flexibility though
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Glyphy, a text renderer implemented using OpenGL ES2 shaders:
https://code.google.com/p/glyphy/
Glyphy uploads typeface vectors to the GPU and renders text in real time, performing perspective correct antialiasing.
Maybe this could be useful for the Engine Josh.
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I may have discovered a thing during browsing my projects directory structure.
When I created my project I got a default map called start.map. However I created a new map directly (called test.map) because I wanted to try some things out. However, I ended up creating everything in test.map you see in the YouTube video and the start.map has never been edited. The strange thing is that start.map is 2746 kB big and my test.map is 21 kB. Should my test.map be that small? Is this a problem?
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Could you post your map file ?
I tried, I do not have permissions for that =(
Character controller shape is always Cylindrical.
That is no bug as far as i know
Ok then bug #1 is almost solved. Should not the shape field in the physics tab be updated to cylinder in that case?
How about bug #2 where physics does not work for me. Any ideas?
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Hello fellow Leadwerkers
I have 2 problems:
1. In the editor, I add a box shape to a box and a cylinder shape to a model mesh. I do this with the Physics tab for both visible objects (Scene tab->Physics tab). However, when I enable "VIEW->Show Physics" through the top menu both shapes are shown as cylinders.
2. I have a script that creates a top-down perspective of a "Player" in the game. I place a camera over the head of the player and look down and follow the player with the camera. When I add this script to the earlier mentioned model mesh with the cylinder shape the model can go through walls. However, when I add this script on the earlier mentioned box (removing the script from the mesh model first) everything works fine, the box do not go through walls etc. Both the box and the model mesh have the same physics settings in the "Scene tab->Physics tab" with only one exception, The shape is a box for the box and a cylinder for the Model mesh. Here are the rest of the settings in the "Scene tab->Physics tab":
- Physics mode: Character Controller
- Mas: 1.0
- Collision type: Character
- Character angle: 0.0
- Swept collision: False
- Nav obstacle: False
- Physics mode: Character Controller
Makefile for compilation
in Linux
Posted
Awesome! Thanks JKnife.