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DudeAwesome

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Posts posted by DudeAwesome

  1. hard when I get the networking with steamworks in my game and greenlight fails. I dont know how big there is the failrate. sure I want to publish my game on steam but its not just: I´m ready lets go on steam.

    • Upvote 1
  2. http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entitygotopoint-r700

     

    self.world:BuildNavMesh() instead of world:BuildNavMesh()

     

    function App:Start()

    --Create a window

    self.window = Window:Create()

    self.context = Context:Create(self.window)

    self.world = World:Create()

    local camera = Camera:Create()

    camera:SetRotation(35,0,0)

    camera:Move(0,0,-8)

    local light = DirectionalLight:Create()

    light:SetRotation(35,35,0)

     

    --Enable navmesh debugging

    camera:SetDebugNavigationMode(true)

     

    --Create the ground

    local ground = Model:Box(10,1,10)

    ground:SetPosition(0,-0.5,0)

    ground:SetColor(0.0,0.25,0.0)

     

    --Create a shape

    local shape = Shape:Box(0,0,0, 0,0,0, 10,1,10)

    ground:SetShape(shape)

    shape:Release()

     

    --Create a model

    --This is an obstacle the player will walk around

    self.entity = Model:Box(1,1,3)

    self.entity:SetColor(0.0,0.0,1.0)

    self.entity:SetPosition(0,0.5,0)

     

    --Create a shape

    local shape = Shape:Box(0,0,0,0,0,0,1,1,3)

    self.entity:SetShape(shape)

    shape:Release()

     

    --Enable navigation obstacles

    ground:SetNavigationMode(true)

    self.entity:SetNavigationMode(true)

     

    --Build the navigation mesh

    self.world:BuildNavMesh()

     

    --Create a character

    self.player = Pivot:Create()

    local visiblecapsule = Model:Cylinder(16,self.player)

    visiblecapsule:SetScale(1,2,1)

    visiblecapsule:SetPosition(0,1,0)

    self.player:SetPosition(-4,0,0)

    self.player:SetMass(1)

    self.player:SetPhysicsMode(Entity.CharacterPhysics)

     

    return true

    end

     

    function App:Loop()

     

    if self.window:Closed() or self.window:KeyHit(Key.Escape) then return false end

     

    if (self.player) then self.player:GoToPoint(4,0,0,1.4,1) end

     

    Time:Update()

    self.world:Update()

    self.world:Render()

     

    self.context:SetBlendMode(Blend.Alpha)

    self.context:DrawText("NavMode: ".. tostring(self.entity:GetNavigationMode()),2,2)

     

    self.context:Sync()

     

    return true

    end

  3. mhmm shouldnt be that hard. motion blur is done in accumulation buffer. just calculate the average of all images from different moments in time.

     

    problem is how to detect the camera speed and use it as strength and how to avoid the effect for some models like the gun (HL2) maybe with stencil buffer but never tested.

  4. this should be already possible with geometry shaders. problem is that you dont get data out of the pipe so openCL or cuda is maybe better to use "physic particles"

     

    if you want it you have to implement this by yourself. this will never come even not in the workshop.

     

    your first post is also a 2d engine. but we talk about 2 different subjects here.

     

    klepto2 and me means something like that (some mio. particles)

     

     

    you want just a particle system with sprites and add some collisions.

     

    we just need api functions to get access to the particle system here and int should be no problem to add this.

  5. @Rick it's super simple in Sublime Text 2 , just need to find the right example tutorial smile.png

    Example of auto complete for getPosition()

     

    
    <snippet>
     <content>
    <![CDATA[ GetPosition(${1:object},true) ]]>
    </content>
    <!-- Optional: Set a tabTrigger to define how to trigger the snippet -->
    <!-- <tabTrigger>hello</tabTrigger> -->
    <!-- Optional: Set a scope to limit where the snippet will trigger -->
    <!-- <scope>source.python</scope> -->
    <tabTrigger>get</tabTrigger>
    <scope>source.lua</scope>
    <description>Position of object true = local </description>
    </snippet>
    

     

    in this example , you type "get" it will propose your snippet in the auto completition list , it you type enter, it will replacet "get" with

    GetPosition( object,true)

    And you cursor will be positionned on the word "object" , so you can change it direclty.

    (${1:object} means that your cursor will be positionned first in this word, here "object"

    <description> : is for the description of the text , here i just put some help to say about the boolean effect in GetPosition

     

    Not hard to add mainly used LE3 keywords ans like Visual Studio It speeds up incredibly programming.

    A must have tool.

     

    I have already a full autocompletion in my sublime text editor for leadwerks with those snippets also some other fast hacks. sublime text is best editor ever use it also at work and for fun coding.

  6. jep! playbutton would be sick ;) I was looking for something like that but it seems like I have to do it manually in the editor with the keyframe markers.

     

    I rly hope there is coming some kind of mod support for leadwerks that I can implement my own tiny stuff.

  7. its just a small hack i guess to give us the opportunity to give animations in the model editor a name. some of my models have a lot of animations and a quick look into the model editor to see which ID is what kind of animation would be helpful instead of looking always into the keyframes.

    • Upvote 1
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