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Guppy

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Posts posted by Guppy

  1. anyone have any experience with OpenCL <-> OpenGL interop on AMD/ATI cards?

     

    After wasting several evenings trying to fix a segfault when initializing opencl in interop mode I went hunting for an example - only every damn example I could find exhibits the same behavior on my home pc, while working just fine on the work pc ( that's using an ancient nvidia card ).

     

    even if you do not have experience you may be able to help me (if you use a AMD/ATI card and is runnign linux ), grab the example here

    http://enja.org/2010/08/27/adventures-in-opencl-part-2-particles-with-opengl/

     

     

    git clone https://github.com/enjalot/adventures_in_opencl.git
    cd adventures_in_opencl
    cd part2
    mkdir build
    cd build
    cmake ..
    make
    ./part2.x
    

     

    you will need the following packages installed ( ubuntu / mint : sudo apt-get install ) freeglut3, git, cmake, libglew-dev,libxmu-dev, libxi-dev

     

    if you manage to successfully run the above example on a AMD/ATI card I would love to hear;

     

    your driver version

    your cpu

    your card name

     

     

    Right now I have no idea how to fix this or even where to ask for help which is getting kind of annoying, I'm halfway tempted to go out and buy a nvidia card - but that really just postpones the problem as future end users may well be using an AMD card.

  2. Can anyone explain or link some page where this method is explained?

     

    While the virtual file system / container is trivial to write I'm not entirely certain you can do this in the indie version your self - for one thing you would need to overload/intercept ( or what ever the lua term is) every instance where LE tried to load something off this disc, and I'm fairly certain that isn't exposed to you.

  3. Michael Betke and others who sell their products require that their assets be password protected so this is very needed for anyone to release even demos. Not that we have 100 people eager to release tomorrow but just stating the obvious.

     

    I don't see that anywhere tbh - if your refering to "No original digital media file or files or segment or component thereof may be published, sold, distributed, transferred, marketed, or further licensed. This includes any publication of such files in a format which may lend itself to resale, export or distribution for further use."

    Then stuffing the model into any sort of virtual filesystem and or adding a custom header would qualify - the problem is that "lend itself" is a vague non legal term and since your not the one who written the contract any interpretation favors you.

  4. a standard character is 1.9 inches tall in 3ds max

    That explains a bit - every human size character created in max that I import into blender comes out at ~40m tall - which needless to say gives a bit of issues with clipping .

     

    1.9 inches => x2.52 cmd = 4.788cm

     

    190cm / 4.788cm gives roughly a scale factor of 40

  5. Thats unity i was looking for a leadwerks solution

     

    err what? it's just a shader running in webgl - slap it on an appropriately sized quad that's facing the camera and hey presto.

     

    to add dynamic light modify the shader to to also average the colors and add a point light at the center in that color - timing the intensity of the color to the animation.

     

    I don't really know how physics work in LE yet but the way I would to it would be to create a bounding/collision sphere and that "grows" each step of the animation and apply force to objects that collide with the sphere based on their distance to the center of the sphere.

    That way objects gets blown away at different rates depending on their mass

     

    NB: I'm very new to LE, this is just how I would solve the problem in a homegrown engine - you may not be able to do it in LE but I rather think you can.

  6. While waiting for the linux version I'm brushing up on my somewhat rusty c++ skills and learning openCL - the end goal would be to implement a procedural terrain generator that will emit meshes via dual marching cubes.

     

    I think it would be possible to add the terrain to Leadwerks 3.1's pipe line by wrapping the VBO's in a class that inherits from "entity" - but the question is would this show up in the editor? ( still a bit unclear on just how the editor interacts with the game executable )

  7. As I remembered, I registered with the same email that I use on KS and mailed admin that I am a backer.

     

    Well serves me right for using different emails depending on the level of trust I place in the service. :(

     

    Suppose by the time the linux version drops we will have been told officially how to link a forum account to our kickstarter acc.

  8. Will those of us who received a steam key as part of the kickstarter have "Leadwerks 3.1: Indie Edition for Windows" added to our client area?

     

    Having recently removed windows from the of the house hold computers that had this "infection" I'll have to wait (im-)patiently for the linux release, but I'd still like to be able to see the rest of forums soon ;)

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