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Einlander

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Posts posted by Einlander

  1. Completely correct Macklebee. But I doesn't help that people think.it works the same as some of the unity extensions where you have prebuilt modules that you drag and drop to make shaders. I think ray supreme, and blender have that too

     

  2. The point for me is speed and ease. I don't have to create contexts I don't have to create lua scripts that pass values to the shader, I don't have to do any setup. I write the code for the shader and that's all. I can see visually what shader is doing and the output result. At anytime I can change the render pipeline without having to change the code. I like being able to see the flow of the program as if they were building blocks. With shadertool I can do this as with the leadwerks shader editor I have an ide and then I have the.lua to pass values then I have the viewport to look at the result. Shadertool is compartmentalized into a nice small package that is engine and platform agnostic and can be shared.

    • Upvote 1
  3. I bought shader tool. For a complete noob at shading it is a godsend. I don't have to set up a scene in a game engine. I don't need to create a lua script to handle the uniforms. It takes Leadwerks flow graph and applies it to shaders. You create your uniforms, write the shader logic and there are nodes that handle all the background stuff like loading models, rendering, cameras and more. It is simply a just a simple and visual way to create and test a shader. The hard part is adapting it to us leadwerks uniforms.

  4. It's already possible. You do it when you load the map. Here is the documentation for the map loading: http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/map/mapload-r510

     

    Here is an example:

     

    http://leadwerks.wikidot.com/wiki:entityindexer

     

    I havent used it yet since i'm not far enough into my game to need it, but I imagine if you will be loading and spawning objects in game then you will need to add every object that spawns to the list.

  5. I understand that approach rick, but at this point in my level i have so many objects that its getting tedious to navigate them. I just don't want to add more trees to the list. And then there is the issue of when you add a prefab or load a map sometimes it expands everything. If i can just have it in one compartmentalized package i would be happy.

  6. Had to start from scratch with my lua GUI system. This time it's designed to deal with future additions better than the old one.

     

    post-7960-0-32580000-1410847293_thumb.jpg

     

    I have a windows manager controlling all the windows processes now. I'll be adding buttons, and input boxes next. After i have enough components i'll be dog-fooding my gui

    • Upvote 2
  7. So I read that thread. I honestly do not mean to be rude and offensive, but that was the crappiest "solution" to an actual bug. So basically it's telling me that when I create an object with a CSG and attempt to manipulate it in ANY way that the numerous bugs that occur is the engine working as intended. This brings me to a complaint I have made before concerning csg's in Leadwerks. What's the point of even having csg's in the first place if the ultimate solution it to model it in a 3d modeler and import it? If that's the case then almost any engine would do. Not counting the fact that there are so many undocumented commands and features, we now have to contend with the engines working process design.

     

    This COMPLETELY AND TOTALLY foobars my game. I have buildings building dynamically generated in game and rotated in place. I can not have a building just appear with no shadows, or misplaced shadows. This is game breaking and needs to be dealt with.

     

    I seriously do not mean to be rude. I don't want to even say any of this, but I simply can not believe I read what I read, nor can I allow myself to go any farther making my game while the numerous csg bugs persist.

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