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Posts posted by Guppy
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Looking at the 2nd sketch I kind of expected his lower body to be an arachnid - mostly because that would be super creepy xD
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http://cgcookie.com/blender/2011/01/21/intro_uvmapping/can u tell me how I can add this? or give me a hint? I just thought its ok when i export any model as .fbx
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you mean like object picking?
http://antongerdelan.net/opengl/raycasting.html
I would have though it built in but I cant find anything when searching for it on the site
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I can probably make a short example on render-to-texture security cam. Shouldn't require any extra shaders, just how to render a buffer to texture?
Yeah - any post processing could be done by the objects shader.
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i always forget about those because i never buy a board with integrated
It's bultin to all recent Intel cpus iirc
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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.
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In the same computer? O.o Well you could always remove one to see if it is the issue
It's an integrated graphics card - people tend to slap a dedicated one in either because of output options or speed.
The quick fix would be to disable the intel gfx card in bios (if it lets you) the downside to that is you cannot use it to offload calculation on ( opencl, etc )
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IIRC Raknet is free if you make less than 100k USD from games
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RTT / multiple cameras - to get the security camera effect, or portals for that matter
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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.
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http://www.blendswap.com/blends - 10.000+ free models ( license vary, but you can filter by license - and honestly even CC-BY can be used in commercial games. Not all models are game friendly so watch out for that)
http://opengameart.org/ - this one is a mine field in so far as licenses go so you really need to keep an eye out
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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
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hehe, suppose your right that censoring isn't the way to go - just got annoyed that he would spam the same condescending comment in every review
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I don't suppose you can ban a steam user from posting anywhere near your product?
He has basically posted the exact same spam slamming anyone giving leadwerks a positive review:
http://steamcommunity.com//id/officialsteventyler/recommended/251810/
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This one is for C but seems a little more clear cut that the example on lua-users
http://blog.acamara.es/2012/08/22/creating-a-lua-5-2-dynamic-link-library-of-c-functions/
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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.
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And i take it the editor does not support plugins?
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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 )
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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.
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Now when the steam release is done, as a KS Pro level backer will I be able to see the rest of the forum soon?
I see your now listed as a "backer" rather than member - how did you swing that?
(also a "pro" level KS backer)
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My question was more about the forum access that comes from holding a license - or do you mean to split the steam developer discussion off to forums on steam it self?
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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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OpenCL?
in Tech Talk
Posted
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/
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.