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  1. Please consider this piece of code: #include "App.h" App::App() : window(NULL), context(NULL), world(NULL), camera(NULL) { } App::~App() { delete world; delete window; } Leadwerks::Model *model = NULL; bool App::Start() { window = Leadwerks::Window::Create(); context = Leadwerks::Context::Create(window); world = Leadwerks::World::Create(); camera = Leadwerks::Camera::Create(); camera->Move(0, 0, -3); Leadwerks::Light *light = Leadwerks::DirectionalLight::Create(); light->SetRotation(35, 35, 0); model = Leadwerks::Model::Box(); model->SetColor(0.0, 0.0, 1.0); return true; } bool App::Loop() { if (window->Closed() || window->KeyDown(Leadwerks::Key::Escape)) return false; if (camera) if (window->KeyDown(Leadwerks::Key::Space)) { camera->Release(); // or camera->Hide() camera = NULL; } model->Turn(0, Leadwerks::Time::GetSpeed(), 0); Leadwerks::Time::Update(); world->Update(); world->Render(); context->Sync(); return true; } After pressing the space key, only a blank black screen should be visible. But strangely the cube is still visible, without rotating. How I can have the 3D world invisible when the camera is deleted?
  2. Hi all, I've just started getting back into C++ and Leadwerks and I'm having an issue with a simple task: displaying a model created in code at runtime. The model doesn't display, and all I see is a black screen. If anyone could offer any advice on how to look for the problem I would be very grateful! App.h #pragma once #include "Leadwerks.h" #undef GetFileType using namespace Leadwerks; class App { public: Leadwerks::Window* window; Context* context; World* world; Camera* camera; Light* light; Model* box; App(); virtual ~App(); bool Start(); bool Loop(); }; App.cpp #include "App.h" using namespace Leadwerks; App::App() : window(NULL), context(NULL), world(NULL), camera(NULL) {} App::~App() { delete world; delete window; } bool App::Start() { // Create main window window = Window::Create("Hello there!", 100, 100, 1024, 768, Window::Titlebar); // Create context context = Context::Create(window); // Create the world world = World::Create(); // Create camera camera = Camera::Create(); camera->Move(Vec3(0, 2, -5)); // Create a light light = DirectionalLight::Create(); light->SetRotation(45, 45, 0); // Create a box box = Model::Box(); box->SetPosition(-4, 0, 0); return true; } bool App::Loop() { // Close window on 'exit button' or ESC key is pressed if (window->Closed() || window->KeyHit(Key::Escape)) { return false; } Time::Update(); world->Update(); world->Render(); return true; } Many thanks!
  3. Hello Everyone, So I have started working on my game in leadwerks (C++). It has been really fun so far but for some strange reason I just can't get it to work the way I want. For now the project only consists of a few files and I was working on getting my SceneManager to work. The scenemanager should create the world / load worlds etc but when I run my code it keeps flickering the screen and doesn't load up the map correct. I have tried both world->clear and world->release but it keeps flickering the loading screen and doesn't return. So I hope someone could help me out and show me what I am doing wrong here (it works in my head ). #include "SceneManager.h" using namespace Leadwerks; SceneManager::SceneManager() { this->mLoadingTexture = NULL; this->mCustomLoadingTexture = NULL; } SceneManager::~SceneManager() { } bool SceneManager::Init() { // Create / Load a default placeholder for the loading screen this->mLoadingTexture = Texture::Load("Materials/UI/Loading_Default.tex"); if (this->mLoadingTexture == NULL) return LogUtil::returnWithMessage(LogType::LOG_ERROR, "Failed to load texture: 'Materials/UI/Loading_Default.tex'"); //this->mLoadingTexture->AddRef(); // Create / Load World this->mWorld = World::Create(); } bool SceneManager::LoadScene(std::string map, World* world, Context* context) { // Unload custom loading screen if loaded //this->UnloadCustomLoadingTexture(); // Now reload the load texture // First render the Loading Screen if (FileSystem::GetFileType("Materials/UI/Loading_" + map + ".tex") != NULL){ LogUtil::writeMessage(LogType::LOG_INFO, "Custom loadingscreen found: Materials/UI/Loading_" + map + ".tex"); // Try to load it this->mCustomLoadingTexture = Texture::Load("Materials/UI/Loading_" + map + ".tex"); //this->mCustomLoadingTexture->AddRef(); } else{ LogUtil::writeMessage(LogType::LOG_DEBUG, "Map doesn't have custom loadingscreen..."); } // Next render the loading screen (as the load map function blocks) if (mCustomLoadingTexture != NULL) context->DrawImage(mCustomLoadingTexture, 0, 0, context->GetWidth(), context->GetHeight()); else context->DrawImage(mLoadingTexture, 0, 0, context->GetWidth(), context->GetHeight()); context->Sync(false); // Clear the old world Time::Pause(); if ( world != NULL ) world->Release(); world = World::Create(); // Now load the actual map if (!Map::Load("Maps/" + map + ".map")){ // Failed to load map LogUtil::writeMessage(LogType::LOG_WARNING, "Failed to load map..."); } Time::Resume(); // The map is loaded now create a scene from it // TODO: CREATE A SCENE // Unload the custom loading texture now that we have build the scene //this->UnloadCustomLoadingTexture(); return true; } void SceneManager::UnloadCustomLoadingTexture() { if (this->mCustomLoadingTexture != NULL){ this->mCustomLoadingTexture->Release(); this->mCustomLoadingTexture = NULL; } } void SceneManager::Update() { if (mWorld != NULL) mWorld->Update(); } void SceneManager::Render() { if (mWorld != NULL) mWorld->Render(); } With kind regards, StaticCube
  4. So lets say i wanted to do a racing game and have a 'rear view mirror' on the screen. I would use a second camera right. So how would I display the image over the first. Also Lets say i wanted to put 2 views side by side. A top down and a 3d perspective, similar to the editor. How do I display the multiple views? This can be either LE 2.5 or 3.x Thanks in advance ~Xtreampb~
  5. Hi, i have created a Project from the Marble Game Template for a Test in MS Visual C++ 2013, here my steps: main.cpp if (ext=="zip" || ext=="pak") { Leadwerks::Package::Load(file,"strongpassword"); } Ok after the changes in main.cpp i have compiled the solution and the Game runs in the Projectfolder, now i have create a folder "MarbleGame" with the MarbleGame.exe, lua51.dll and the steam_api.dll from the Projectfolder, the Assets are in seperated protected ZIP Archives like this: Fonts.zip Maps.zip Materials.zip Models.zip Scripts.zip Shaders.zip Sound.zip In the Archives are not the Basefolders (eg in Maps.zip is only the File "start.map" without any folders). And now the MarbleGame.exe doesnt run and output the Message: Whats wrong, please?
  6. For example, I create new class in c++ code. In API.cpp I can create new object on base of this class, but in Editor i can't create this object. An i want to learn: Can I create object on base of c++ classes in editor. Thanks in advance.
  7. Probably a stupid question, but I just started using Leadwerks again, and happened to stumble across classes like GUI, Button, TextButton, etc in autocomplete. Are these just leftovers of something, or are they something new? Can't find any docs on them and using them tends to give errors about shaders.
  8. Hi I am new here, i would want to know if there is a support between for Visual Studio community 2015 and Leadwerks ? Any examples how to use that ? Otherwise where i can get various demos to start with C++ ?
  9. I wish for Leadwerks some functions for saving 3D model stuff. Not inside the editor, I wish to export a model in .fbx format and .mdl as a prefab it would also be nice.
  10. When compiling in Linux a bunch of warning for unknown pragmas is generated. Really annoying. Example: Compiling this source file #include <Leadwerks.h> // yes! A one line cpp file You will get following warnings. Yes! I know they can be ignored. But the whole thing looks like a mess and its hard to see the "Real" warnings. In file included from /home/roland/SteamLibrary/steamapps/common/Leadwerks/Include/Leadwerks.h:327:0, from /media/roland/work/LE/Trails/Source/dummy.cpp:1: /home/roland/SteamLibrary/steamapps/common/Leadwerks/Include/Classes/Directory.h:2:0: warning: ignoring #pragma warning [-Wunknown-pragmas] #pragma warning(disable:4290) ^ /home/roland/SteamLibrary/steamapps/common/Leadwerks/Include/Classes/Directory.h:3:0: warning: ignoring #pragma warning [-Wunknown-pragmas] #pragma warning(disable:4996) ^ In file included from /home/roland/SteamLibrary/steamapps/common/Leadwerks/Include/Leadwerks.h:371:0, from /media/roland/work/LE/Trails/Source/dummy.cpp:1: /home/roland/SteamLibrary/steamapps/common/Leadwerks/Include/Classes/Stream.h:2:0: warning: ignoring #pragma warning [-Wunknown-pragmas] #pragma warning(disable:4290) ^ /home/roland/SteamLibrary/steamapps/common/Leadwerks/Include/Classes/Stream.h:3:0: warning: ignoring #pragma warning [-Wunknown-pragmas] #pragma warning(disable:4996) ^ In file included from /home/roland/SteamLibrary/steamapps/common/Leadwerks/Include/Leadwerks.h:375:0, from /media/roland/work/LE/Trails/Source/dummy.cpp:1: /home/roland/SteamLibrary/steamapps/common/Leadwerks/Include/Classes/Texture.h:2:0: warning: ignoring #pragma warning [-Wunknown-pragmas] #pragma warning(disable:4290) ^ /home/roland/SteamLibrary/steamapps/common/Leadwerks/Include/Classes/Texture.h:3:0: warning: ignoring #pragma warning [-Wunknown-pragmas] #pragma warning(disable:4996) ^ In file included from /home/roland/SteamLibrary/steamapps/common/Leadwerks/Include/Leadwerks.h:474:0, from /media/roland/work/LE/Trails/Source/dummy.cpp:1: /home/roland/SteamLibrary/steamapps/common/Leadwerks/Include/Classes/Drivers/Graphics/OpenGL2/OpenGL2Texture.h:2:0: warning: ignoring #pragma warning [-Wunknown-pragmas] #pragma warning(disable:4290) ^ /home/roland/SteamLibrary/steamapps/common/Leadwerks/Include/Classes/Drivers/Graphics/OpenGL2/OpenGL2Texture.h:3:0: warning: ignoring #pragma warning [-Wunknown-pragmas] #pragma warning(disable:4996) ^ Process terminated with status 0 (0 minute(s), 2 second(s)) 0 error(s), 8 warning(s) (0 minute(s), 2 second(s)) And what is causing this then. This is something common in many Leadwerks headers #pragma warning(disable:4290) #pragma warning(disable:4996) #include "../Leadwerks.h" What's a solution that works in both Windows and Linux then. This is #ifdef PLATFORM_WINDOWS #pragma warning(disable:4290) #pragma warning(disable:4996) #endif #include "../Leadwerks.h" Would be great to have this sorted out
  11. When I started the engine I thought I should combine the Lua and C++. For example scripts to do on Lua ,game logic and mechanics on C++. But everything you can write in C++, you can also write and Lua and I thought - does it make sense to combine Lua and C++? Are there any advantages in the combination of two languages?
  12. Right now the compiled *.o files are generated in the same directory as the source files, which is a bit messy (at least according to me). It would be better of the ended up in its own directory. This is simply done by changing one line in the template $PROJECT_NAME.cbp. Change this line <Option object_output="../../" /> To <Option object_output="obj" /> and all compiled object files will end up in folders at Project/Linux/obj
  13. Hello! I have problems with creating spectator camera with C++ using this tutorial sphere moving faster then camera, but this is not main problem. I dont understand why, but sphere have the inertia. I mean, when i stop pressing 'w' sphere dont stop movement, just slow down a bit. And also she pushes off from the wall and flies. I cant understand why it hapends! Please, give me advice. There is my code #include "App.h" using namespace Leadwerks; App::App() : window(NULL), context(NULL), world(NULL), camera(NULL) {} App::~App() { delete world; delete window; } Vec3 camRotation; Vec2 centerMouse; Vec2 mouseDef; Vec3 camMovement; Vec3 Temp; float MouseSens; float strafeM; float moveM; float forceM; bool cameraMode; bool App::Start() { // Создание основных коммпонентов window = Window::Create("Learning", 0, 0, 1920, 1080, Window::Titlebar); context = Context::Create(window); world = World::Create(); camera = Camera::Create(); camera->SetPosition(0, 2, 5); light = DirectionalLight::Create(); // Определение переменных MouseSens = 10; strafeM = 0.4; moveM = 0.6; forceM = 1000; centerMouse = Vec2(context->GetWidth() / 2, context->GetHeight() / 2); // Создание спектатора spectator = Model::Sphere(8); spectator->SetPosition(Vec3(0, 8, 0)); spectator->SetScale(Vec3(5, 5, 5)); Shape* spectatorShape = Shape::Sphere(0, 0, 0, 0, 0, 0, 1, 1, 1); spectatorShape = Shape::Sphere(); spectator->SetShape(spectatorShape); spectator->SetMass(1); spectator->SetGravityMode(false); spectatorShape->Release(); cameraMode = false; // Загрузка карты Map::Load("maps/test.map"); window->HideMouse(); return true; } bool App::Loop() { Time::Update(); world->Update(); world->Render(); context->Sync(false); // Возможность закрыть окно if (window->Closed() || window->KeyHit(Key::Escape)) return false; // Переключение между режимами камеры if (window->KeyHit(Key:)) cameraMode = !cameraMode; // Удерживание указателя мыши по центру Vec3 CMP = window->GetMousePosition(); mouseDef.x = CMP.x - centerMouse.x; mouseDef.y = CMP.y - centerMouse.y; window->SetMousePosition(centerMouse.x, centerMouse.y); // Вращение камеры camRotation.x += mouseDef.y / MouseSens; camRotation.y += mouseDef.x / MouseSens; camera->SetRotation(camRotation); //Движение камеры camMovement.x = (window->KeyDown(Key:) - window->KeyDown(Key::A)) * Time::GetSpeed() * strafeM; camMovement.y = (window->KeyDown(Key::E) - window->KeyDown(Key::Q)) * Time::GetSpeed() * strafeM; camMovement.z = (window->KeyDown(Key::W) - window->KeyDown(Key::S)) * Time::GetSpeed() * moveM; if (cameraMode) { camera->SetPosition(spectator->GetPosition()); Vec3 tForce = Transform::Vector(camMovement, camera, 0); spectator->AddForce(camMovement * forceM); } else { camera->Move(camMovement); }; return true; }
  14. I'm running into a huge issue, I can't wrap my head around it. Whenever I compile the Lua interpreter (Visual Studio Express 2013, Release mode, Windows-32 bit), I get back an exe about 5.5 MB large. The Lua interpreter that comes in each project is only 4.5 MB large. This fact alone wouldn't be a huge issue, but I have a feeling that it is contributing to perfomance issues. Here's the problem: If I create a map with too many entities, my compiled interpreter will exponentially decrease it's framerate until the game basically freezes. The same map used on the Lua interpreted version does not lead to that (the game runs fine at a constant framerate). I don't think it is a memory leak because if I remove instance of the same mesh, the problem goes away (which means it doesn't have to do with batches either, since that is constant). I've even loaded the map without Lua scripts and I still get the same issue. It sounds like some sort of thrashing is going on due to less memory being allocated, but I'm not sure. I'm also only using 2 lights, and about 120k polys (with a similar amount of shadowed polygons). I think I was using between 400 MB and 700 MB of VRAM, but none of these should be the issue here either as I have 2 GB or VRAM. Anyway, any possible solutions or compiler settings/flags that I might be missing here?
  15. Following unused files are distributed. They don't have any usage other than generating 'fake' objects and namespaces in the class view. Should be removed. Leadwerks/Include/Classes/VoxelGrid.h - no namespace Leadwerks/Include/Classes/Keyboard.h - no namespace Leadwerks/Include/Classes/Mouse.h - no namespace Leadwerks/Include/Classes/scenegraph.h - namespace LE3 Leadwerks/Include/Classes/Polygon.h - no namespace Before removing them After removing them Also, my guess is that the namespace Leadwerks3D is some leftover from previous version and they should have the namespace Leadwerks
  16. Before I released Vectronic's Demo, I've noticed that when recompiling the project even with the stock code, the game runs at a much slower framerate than the exe generated by the project manager. But now since the demo is out, and there is something to test it with I'd thought I would share this issue with the community, and hopefully find a fix. Please download the Vectronic Demo if you don't have it already, then download this 7z file which contains two exe's. One recompiled titles "Vectronic_Recompiled" (Recompiled by me.) and the other "Vectronic_Stock" (Straight from the project manager). It also contains the Source and Project Folder. This should work regardless if you have the latest beta or not. I tried the exe's on the current standard release. You'll notice that the stock executable runs at a higher framerate than the recompiled executable. I've not changed a single thing within the projects nor source code. What makes this different than the ones generated by the stock builds of the executables? Thanks.
  17. Hello! There was such problem. Created a card with the sky and water. I load it using the following: std:: string mapname = System:: GetProperty ("map", "Maps/my_map_01.map"). I start compilation and at me it is not visible the sky. What do I do not so?
  18. I was trying to get sources spawned at positions where you can hear where it's coming from, but whenever I try to spawn a listener and a source (regardless of position), the sound would still sound 2D. Steps to reproduce: Start a blank C++ project Replace the App.cpp's code with this (from the wiki page) Find a sound to play (blank project doesn't have the sound from the wiki) Compile and run Use arrow keys and hear no difference Would be nice if this could get fixed soon. I'm using the latest Beta version. Haven't tested it with Lua though. Example project can be downloaded by downloading the attachment below:
  19. SetColor(1,1,1, 0.5) don't work(For each models in fame). I've tried everything. Help, please. What am i doing wrong?
  20. Have anyone code simples whis using sprites(Like a model, for bullets, for example)? It all, that i need
  21. When you create a Lua project, there are two C++ files listed under the Source folder. Suppose I want to recompile these. Does anyone know how I would go about doing this with VS 2013 (like step-by-step)? (I'm new to C++ for Windows, I primarily worked with C++ on Linux )
  22. Did anyone know, how to create effects like in ?Code sample, if possible
  23. If you now, fast objekts skip collision check and move through other objekts. Have engine any standart methods preventing it?
  24. I assume it's possible seeing as the editor is doing just that. But how would I go about implementing it? What I want to do is run Leadwerks in a panel or something similar and spread Win32 form controls around it.
  25. When i create surface it look like it does not reflect light — very-very dark. What parameter setting it?
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