
Einlander
Members-
Content Count
778 -
Joined
-
Last visited
Community Reputation
282 ExcellentProfile Information
-
Gender
Not Telling
Recent Profile Visitors
21,233 profile views
-
-
-
-
-
Einlander started following Terrain in Leadwerks 5
-
Could this be the article you were looking for? http://www.realtimerendering.com/resources/RTNews/html/rtnews1a.html#art4
-
Einlander started following Sample Sliding Door Script in Turbo / Leadwerks 5, Bindless Textures and Fun with JSON
-
How does it compare if at all to the ID, Rage/ Ubisoft, Far Cry / Dice implementations of Megatextures/Adaptive Virtual Textures ? Various Videos from the implimentors.
-
Don't forget a plug-in script/json should have a version property. It helps when updating scripts and making sure multiple scripts are interoperable with each other.
-
Sample Sliding Door Script in Turbo / Leadwerks 5
Einlander commented on Josh's blog entry in Development Blog
Does it need to be in the Script namespace? Can you add a separate EditorWidget namespace or something?. This should allow you to create a plugin manager. And then you can have the plugins tell the editor about itself ie: EditorWidget.name = "Calender Widget" EditorWidget.about = "Lets player Select a date from a calendar" EditorWidget.author = "hacker Man" EditorWidget.version = "1.0" The only issue with this is if the game needs to use a feature from the plugin. For example, check if the day is a Tuesday. Would the editor script be available to the game at runtime? -
Sample Sliding Door Script in Turbo / Leadwerks 5
Einlander commented on Josh's blog entry in Development Blog
Using text for the interface is a good idea. I think you may have the system properties and custom interface thing mostly solved. Nope, everything that I can think of is hypothetical atm. The only thing that I would do is place every interface into a separate container and stack those. That way a custom interface will know that it needs to fit in the containers bounds. Currently I'm just thinking ahead to potentially more advanced input. Such as a curves/path widget as seen in the Emitter properties, Or even a calendar widget to input dates for days easter-eggs show up. Nothing act -
Sample Sliding Door Script in Turbo / Leadwerks 5
Einlander commented on Josh's blog entry in Development Blog
Something I did not cover in the last post, because I forgot about it: Methods to get the chosen values from the script properties. There would need to be a standardized way to get the values that were set. First the choice would need to be created at runtime. To access it you can have either: 1. A universal variable that you can always expect to have the value ie: chosenValue = Entity._scriptProperties.myEditChoice.Value 2. A specific variable per each property type ie: chosenPathValue = Entity._scriptProperties.myPath.SelectedPath chosenChoiceValue = Entity._scriptPropertie -
Sample Sliding Door Script in Turbo / Leadwerks 5
Einlander commented on Josh's blog entry in Development Blog
Just a suggestion/request. I am not part of the Turbo Engine /Leadwerks Next beta, but would it be possible to change the way Script Properties work? Currently Leadwerks Handles the Script properties with hints comments as seen here: Entity.myPath = "" --path "File location" "Texture File (*tex):tex|Texture" Entity.myChoice = 1 --choice "Choice list" "Monster, Zombie, Alien" Entity.myEditChoice = "Monster" --choiceedit "Choice list" "Monster, Zombie, Alien" Entity.myEntity = nil --entity "Some entity Would it be possible to change it to a more programmatic method such as t