-
Posts
215 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Posts posted by bandrewk
-
-
Never mind, it is working just fine.
-
Sometimes prefabs turn invisible for me and are unable to be picked in the editor. I attached an example that contains just CSG. I'm not entirely sure how to reproduce this as it happens in a kind of random manner, but maybe you can spot something wrong in the attached file.
Thank you.
-
If you don't want to use Steamworks features in your game simply remove the steam_appid.txt from the project's root directory.
-
Strange that it is not documented, maybe there is a place where I can watch for other undocumented Lua functions?
Inside the C++ header files
-
-
-
We had the same problem, see this topic:
http://www.leadwerks.com/werkspace/topic/10380-character-controller-gets-stuck-on-thin-objects/
-
Hello,
the active context is not resizing correctly when changing the window layout without rendering a world.
Resizing while rendering a world:
Resizing without rendering a world:
Example code:
bool App::Loop() { //Close the window to end the program if (window->Closed()) return false; if (window->KeyHit(Key::J)) { window->SetLayout(window->GetX(), window->GetY(), 1920, 1080); } if (window->KeyHit(Key::K)) { window->SetLayout(window->GetX(), window->GetY(), 1024, 800); } //Press escape to end freelook mode if (window->KeyHit(Key::Escape)) { if (!freelookmode) return false; freelookmode=false; window->ShowMouse(); } //if (freelookmode) //{ // //Keyboard movement // float strafe = (window->KeyDown(Key:) - window->KeyDown(Key::A))*Leadwerks::Time::GetSpeed() * 0.05; // float move = (window->KeyDown(Key::W) - window->KeyDown(Key::S))*Leadwerks::Time::GetSpeed() * 0.05; // camera->Move(strafe,0,move); // //Get the mouse movement // float sx = context->GetWidth()/2; // float sy = context->GetHeight()/2; // Vec3 mouseposition = window->GetMousePosition(); // float dx = mouseposition.x - sx; // float dy = mouseposition.y - sy; // //Adjust and set the camera rotation // camerarotation.x += dy / 10.0; // camerarotation.y += dx / 10.0; // camera->SetRotation(camerarotation); // //Move the mouse to the center of the screen // window->SetMousePosition(sx,sy); //} Leadwerks::Time::Update(); //world->Update(); //world->Render(); context->SetColor(0, 0, 0, 1); context->Clear(); context->SetColor(1, 1, 1, 1); context->SetBlendMode(Blend::Alpha); context->DrawText("10x10", 10, 10); context->DrawText("100x100", 100, 100); context->SetBlendMode(Blend::Solid); context->Sync(false); return true; }
Comment / Uncomment the world update and rendering and press J and K a few times to resize.
-
Try changing
SetPosition(0, 1, 0)
to
SetPosition(0., 1., 0.)
and do the same for all other SetPositions
- 1
-
Hello everyone,
I am experiencing some issues with the Window::Show/HideMouse methods. When calling both of them multiple times they basically stop working. For example:
bool App::Start() { //Initialize Steamworks (optional) /*if (!Steamworks::Initialize()) { System::Print("Error: Failed to initialize Steam."); return false; }*/ //Create a window window = Leadwerks::Window::Create("cc"); window->ShowMouse(); //Create a context context = Context::Create(window); //Create a world world = World::Create(); //Create a camera camera = Camera::Create(); camera->Move(0,2,-5); //Hide the mouse cursor window->HideMouse(); std::string mapname = System::GetProperty("map","Maps/start.map"); Map::Load(mapname); //Move the mouse to the center of the screen window->SetMousePosition(context->GetWidth()/2,context->GetHeight()/2); window->ShowMouse(); window->HideMouse(); return true; }
In the above example the mouse pointer will be visible, but it should be hidden.
-
I am still experiencing this problem with the latest Leadwerks version. Josh?
-
RakNet suggests adding in the entire source to your project. I go that route all the time without issue.
Same here, plus you can remove unnecessary files and therefore generate a smaller .exe file
-
Hello,
we are experiencing a quite critical bug that concerns the scene browser, it for some reasons stops drawing new entries and just displays a large white area. This occurs on the latest steam and standalone build, tested on multiple computers. We are hoping for a fast fix as this basically stops us from working on the level design. Here is a picture of the problem:
Thank you!
-
Hello,
since the last update the camera clipping range in the editor is too low. We are not able to work efficiently on our level with a size of 2048x2048 as some parts of the level are always clipped. Please increase it or make it an option in the settings dialog.
Cheers,
Bryan
-
Look up render targets. You render the view from your second world into a texture / material that you apply in the first world. There is an example for LUA that can be easily ported to C++:
http://leadwerks.wikidot.com/wiki:render-to-texture-security-cam
-
Interesting article I found yesterday:
http://www.polygon.com/2014/7/31/5949433/the-cost-of-a-game-studio
I can relate in many areas, what do you guys think?
-
Not exposed to LUA but in C++ there is:
int Terrain::resolution
-
-
-
Hi guys,
without a steam_appid.txt my application runs slower than with, especially map loading. I am curious, is anyone experiencing the same?
Cheers,
Bryan
-
*Bump* Am I doing something wrong or is the unmanaged prefab loading still not working?
w_Model = Prefab::Load("Prefabs/Weapons/M4A1/w_M4A1.pfb", Asset::Unmanaged | Map::LoadScripts);
-
Generally you don't want 2 cameras. Why not just create the camera in code and be done with it?
I can't see any reason for not having multiple cameras, could you please explain why?
-
It's even easier, there is a list of cameras:
World::cameras
the same goes for lights, models, brushes, etc.
-
Hello,
when calculating the angular threshhold on on of our models the editor just crashes with EXCEPTION_ACCESS_VIOLATION. The .mdl file is attached.
Thank you!
Physics Drag?
in Programming
Posted
Bump, I am also interested in a solution.