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Posts posted by DudeAwesome
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I have a camera with birds eye perspective and will now use my mouse to click on primitive objects to select them. I´m stuck a little bit how to get the objects behind my mousecursor. The Window Class only gives me functions like GetMousePosition. I have an idea to calculate a ray startpoint in relation to the xy position from my mousecursor in the window and send the ray with 90° into my world to see if there is a collision with an entity but that seems to be not that nice.
someone give me a hint?
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I agree , basic Lua tutorials would help a lot to come more slowly to LE3 instead of being confused by too much stuff like tutorials dealing with camera, player, raycast all at same time.
Rick Wiki Snippets is ideal site to have such category we could name : "Lua in LE3 for beginners"
mhmm but where are tutorials for advanced people? I have the feeling that a lot of LE3 users buy leadwerks and think its a drag and drop clicktool where you can build a GTA 5 clone in 2 hours without any coding skills. I really would like to see some tutorials like introduce into shaders or some design patterns for game development. Sometimes I think new users are just lazy when I read some steamcommunity threads.
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this behaviour is just confusing
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I would like to see something like a roadmap or a todo from josh that we can see the progress of Leadwerks 3
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there are many bugs like this like the "cant unset material" or "create new/rename material"
hope they will be fixed soon.
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create a pivot as parent. all boxes are childs. rotate the pivot
(cant test it right now but seems legit)
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raspi + mercury or git also nice
btw is there a learning effect
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Light is on, light is off. I've messed around with some script, but I was trying to have a PushButton lua call a pivot which contained some custom code I wrote to turn the light off and it wasn't working... bah.
its supereasy just use PushButtonscript and create a new one with a flowgraph function like
Script:Toggle() --in
if self.entity:Hidden() then self.entity:Show else self.entity:Hide() end
and use this script with a light.
I really prefer more advanced tutorials
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should be possible to create some ballistcs like parabel and so an. I´m trying to do something like a bullet find its target always with a beziercurve. in 2d no problem to implement in 3d I need more time ;D
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why dont use something like blender or so to model a 3d object like a window and just import it?
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no not the ball i will just Move the ground
Like
Thx for Info
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Josh should give us dev permissions also as indie Edition user
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sooner or later you have to write your own shaders
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I rotated an entity (ground) with
function Script:UpdateWorld() if App.window:KeyDown(Key.L) then rotationNow = self.entity:GetRotation() self.entity:SetRotation(rotationNow.x,rotationNow.y,rotationNow.z-1) System:Print("X: " ..rotationNow.x .. " Y: " ..rotationNow.y .. " Z: " ..rotationNow.z) end if App.window:KeyDown(Key.J) then rotationNow = self.entity:GetRotation() self.entity:SetRotation(rotationNow.x,rotationNow.y,rotationNow.z+1) System:Print("X: " ..rotationNow.x .. " Y: " ..rotationNow.y .. " Z: " ..rotationNow.z) end if App.window:KeyDown(Key.K) then rotationNow = self.entity:GetRotation() self.entity:SetRotation(rotationNow.x-1,rotationNow.y,rotationNow.z) System:Print("X: " ..rotationNow.x .. " Y: " ..rotationNow.y .. " Z: " ..rotationNow.z) end if App.window:KeyDown(Key.I) then rotationNow = self.entity:GetRotation() self.entity:SetRotation(rotationNow.x+1,rotationNow.y,rotationNow.z) System:Print("X: " ..rotationNow.x .. " Y: " ..rotationNow.y .. " Z: " ..rotationNow.z) end end
before rotation
https://www.dropbox.com/s/wobccysass1cxtc/Screenshot%202014-01-18%2000.37.51.png
after rotation
https://www.dropbox.com/s/t7p73t5x9tm969f/Screenshot%202014-01-18%2000.38.19.png
when I have probs (like the sphere) on the ground they ignore the rotation and stay in the air until I touch them (with FPSplayer)
I think I need some kind of UpdateShape() or UpdatePhysics()
someone could tell me the right command that my props act like they should ?
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use git or subversion
svn may be easier for beginners
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dude. there are so many threads about that subject. your gpu doesnt support openGL 4....
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dropbox or create own server on owncloud
btw my dropbox is over 40 GB (student space race )
or best way
just work at one computer
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Whats the use of that? or why you will draw a big FRONT image into the skybox?
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i´m not interested into the LE 3 terrain editor (useless for me) I need lua/c++ functions from the LE3 API to load a .raw or export information about every pixel to create random worlds. I also have a script written with pure OpenGL but when the LE3 API have some functions to analyse .raw-maps it would be also nice
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I believe there are some free ones out there. All you need is a .raw file right?
jup.
how to evaluate the heightmaps? i dont see opportunely functions in the api
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nope its not visible only in debug mode (press L) or if you turn triggerVisible to "true" @runtime
the script should not taken too seriously I only wanted to test if it is possible
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I got it now. triggering just with shapes is possible
if someone is interested in:
just add this script to a pivot object and move it to the position where you want the trigger.
Size can be manipulated in the Script Tab
Press L to show triggers in debug mode
Script.Mapfile = "" --path Map Script.triggerSize = Vec3(1,1,1) --vec3 TriggerSize Script.triggerVisible = true --bool ShowTrigger function Script:Start() self.enabled=true if self.triggerVisible then --Create box self.box = Model:Box(self.triggerSize.x, self.triggerSize.y, self.triggerSize.z) self.box:SetPosition(self.entity:GetPosition().x, self.entity:GetPosition().y, self.entity:GetPosition().z) self.box:SetColor(0,1,0) end --Create shape self.entity:SetCollisionType(Collision.Trigger) self.shape = Shape:Box(0,0,0, 0,0,0, self.triggerSize.x, self.triggerSize.y, self.triggerSize.z) self.entity:SetShape(self.shape) self.shape:Release() end function Script:Collision(entity, position, normal, speed) if self.enabled then self.component:CallOutputs("Collision") System:Print("BAZINGA") if(self.Mapfile) ~= "" then --do a mapload end end end function Script:Enable()--in if self.enabled==false then self.enabled=true self:CallOutputs("Enable") end end function Script:Disable()--in if self.enabled then self.enabled=false self:CallOutputs("Disable") end end function Script:UpdateWorld() if DEBUG then if App.window:KeyHit(Key.L) then if self.box == nil then --Create box self.box = Model:Box(self.triggerSize.x, self.triggerSize.y, self.triggerSize.z) self.box:SetPosition(self.entity:GetPosition().x, self.entity:GetPosition().y, self.entity:GetPosition().z) self.box:SetColor(0,1,0) self.box:Hide() end if self.box:Hidden() then System:Print("Trigger on") self.box:Show() else System:Print("Trigger off") self.box:Hide() end end end end
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Could you explain what difference it would matter?
A material need resources to storage and there is a drawcall that "draw" the invisible material. I dont need both things in this case and it cost rendertime and storage in my RAM.
the minimal information I need is:
a nullpoint to find my trigger
and 6 faces (6*2 =12 triangles)
so I only have a nullpoint = 3 integers // x y z
and 12 triangles (12*3= 36 vertices) = 3*36 = 108 integers (or less because some vertices are the same)
(sure when I create objects there are more informations)
for a cuboid trigger
I would like to have something that isnt drawn in the world and just have shapes to detect collisions maybe a new entity?
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How to calculate a mouseclick to select objects?
in Programming
Posted
ahh i just was focused on the window class sure camera class *facepalm*
thx rick!