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  1. Hi there, since Code::Blocks IDE is quiet unstable, buggy and occasionally freezes, especially on Linux (Ubuntu 16.10+) I have to look for another multi-platform IDE for C++. Now I mess with CodeLite IDE and it looks promising. It's possible officially support this IDE? - create a basic workspace and project, or is there someone who have some experience with this IDE in combination with Leadwerks? :-) Thanks :-)
  2. Hi, I was lately thinking about converting all my code from Lua to C++. Without knowing the size of my project, do you estaminate this is something taking very long, like more then 2 months, or is this something you could do within a week (I maybe have about 60-80 scripts) if you are working hard on it? Furthermore do you see any advantages in doing this (or better said is it worth the time) and I am not talking about speed, I much more mean the libraries that C++ offers and the more precice debugging. Thanks for your ideas and Merry Christmas.
  3. Probably a very simple question but if I have Light* light = DirectionalLight::Create(), how can I access shadowstagerange[4] via C++ code? I have some shadows acting weird and I think this could help, per Josh's suggestion here: https://www.leadwerks.com/community/topic/12573-directional-light-cast-shadow-distance-and-camera-zoom-important-issue/?do=findComment&comment=90577 If anyone's curious, this is what I'm looking at (shadow cutting off suddenly in a side-scroller). I already tried camera->SetMultisampleMode(32) and world->SetLightQuality(2) and setting various light ranges but nothing helped. Moving the camera left or right moves that edge left or right. If I move the camera closer, it doesn't change anything but if I move it back, the shadow gets shorter, so it's tied to the camera and/or light somehow.
  4. If I use the Boost library in my C++ code, will it break anything in Leadwerks? Cheers! -Caolan
  5. Hi guys, Trying to get your take on the correct usage of the Image class. I'm trying to change the image of a widget using SetImage(). It seems that the documentation is incomplete, missing the Image class (unless I've missed it :S). Through trying to use this class, I've noticed that Image::Load() has been commented out in Window.win32.h (perhaps it was not finished?). I instead tried something like: wstring str = L"Materials/GUI/button1.tex"; Image *image = new Image(); image->Initialize( str ); Which exited my program after attempting a run, not sure why. Log:
  6. Lately I've been getting heaps of seemingly random errors. I traced a few of these problems to memory leaks which is why I started using smart pointers. But still I get random "Access Violations". Sometimes it will be inside a Leadwerks function and other times it will be in mine. I can stop the program and run again without cleaning the solution and it will crash somewhere else or it wont crash at all. Seems to be random and the only thing I think it could be is memory leaks. I'm not sure what else could cause random errors like this. Has anyone had similar problems or know of possible other causes / solutions?
  7. I just want to verify the way the physics commands should work. I'm assuming that Newton Game Dynamics uses real world equations to calculate the final force and velocity of objects. So if that's the case, what are the units of measurements that should be passed to each of the physics commands? If I set an entities mass to 100.0f, and say this is 100 kg, what should input into into "AddForce()"? m/s² or Newtons? It would make sense to be newtons because that's the measurement of force. And also "SetFriction()". Is this the friction coefficient or the force in newtons that has to be over come? Physics are not behaving the way I think they should in my game and I just want to make sure I'm feeding the commands the right values.
  8. Hi guys, I'm trying to get the hang of drawing a GUI but falling rather short on actually getting anything to draw correctly. Right now I can create a button, but it only renders for a single frame when i hover the mouse over it and un-hover. So this leads me to believe that I need to perhaps render it every frame? Here's a test example: #include <Leadwerks.h> using namespace Leadwerks; int main( int argc,const char *argv[] ) { Window *window = Window::Create( "Some game", 100, 100, 400, 400, Window::Titlebar ); Context *context = Context::Create( window ); GUI *gui = GUI::Create( window ); Widget *button = Widget::Create( "Some Button", 100, 100, 100, 100, gui->GetBase(), "Scripts/GUI/Button.lua" ); button->Enable(); button->Show(); while( !window->Closed() ) { //button->Draw( 100, 100, 100, 100 ); context->Sync( true, 60.f ); } context->Release(); window->Release(); return 0; } Now, if I uncomment the Draw function I get an exception thrown on the following line. Thanks in advance for any help. EDIT: Just found this useful thread: https://www.leadwerks.com/community/topic/16487-understanding-new-gui-widgets/ Would calling Button::Redraw() every frame be the right way to go about this? And while I'm here, is there also a way to hook the event of button press in c++ or does it have to be done with lua?
  9. In lua I would do this : --index which vary on each recurisive run. local mid=-dim..":"..-df..":"..dim..":"..df..":"..xfactor..":"..yfactor..":"..division..":"..factor..":"..orientation.x..":"..orientation.y..":"..orientation.z --create model if the index "mid" doesn't exist in table models if models[mid]==nil then model = Model:Create() model:SetRotation(orientation) models[mid] = model end
  10. Hi guys, I expected the new multiplayer system to be rather easy to use, as I've done manual connection and message sending before, but I can't seem to receive the connect message on the server end. I run the server application first, and then then the client application many seconds later, both on the same PC, but pMessage is always null. I'm also receiving a value in pPeer on the client end, so it seems like there is a successful connection. Can anyone see where I have gone wrong here? Here's what I have at the moment. Server: int main() { Window *pWindow = Window::Create( "Server", 100, 100, 400, 200, Window::Titlebar ); Server *pServer = Server::Create(); Message *pMessage; while( true ) { if( pWindow->Closed() || pWindow->KeyHit( VK_ESCAPE ) ) break; pMessage = pServer->Update(); if( pMessage == nullptr ) continue; if( pMessage->id == Message::Connect ) { cout << "Player connected to the game." << endl; } pMessage->Release(); pMessage = nullptr; } pServer->Release(); pWindow->Release(); return 0; } Client: bool App::Start() { m_pWindow = Window::Create( "Client", 100, 100, 800, 600, Window::Titlebar ); Client *pClient = Client::Create(); Peer *pPeer = pClient->Connect( "127.0.0.1" ); return true; } Thanks in advance.
  11. i am creating a server for my game (mmo). sending/receiving packets all work fine on a single client. now i like to extend the server to accept multiple clients. i have created a class called connections which holds all the info for a single client. put a new connection in the list with peer info whenever a new succesfull connection is made with the server. i then compare message->peer against connections.peer to read the messages from each client. but now my question is what do you guys advice? should i make a send/receive list for each connection to process the messages at a certain interval (connection thread maiby) ? or is Leadwerks::Server smart enough to keep its own send/receive list ? and is this enough ?
  12. Hi guys, Just wondering if it's possible to control an FPS player who has been placed with the level editor, with C++. I'd like to change things such as the player speed, footstep sounds, camera position (3rd person), etc. All things that I expect to be simple in practise, if only I could access the player entity. Is this possible or am I better off re-writing my own player class? EDIT: Also, while I'm here, since I only know a little about lua scripting, I have a couple questions regarding it. What is the script compiled into? What is its speed comparison to C++? Thank you.
  13. i get a Debug Assertion Failure when closing my app in C++ debugging shows the error occurs at the destructor of my class on this line: delete logTextArea; //same result //logTextArea->Release(); logTextArea is a Widget::TextArea() the debugger tells me the Expression: list iterator not incrementable. does Widget::TextArea have a bug in his destructor ? or is this error on my part somehow? i do not use any type of list in my code myself at the moment.. ------------------------------------- Solved i figured out that when releasing/deleting a Widget::TextArea you need to clear the kids list first, even when its just a blank TextArea who is not a parent of any other widget. the code below gives no assertion failure logTextArea->kids.clear(); logTextArea->Release();
  14. Very simply, where is the log file that shows what the console shows? I have a lot of console messages so I don't see the first part after the console cuts it off (even after scrolling up). After compiling, I have a project.log that I think Visual Studio generates and an update.log which is not it either. No other log files in my project folder or Steam Leadwerks folder. The one under AppData\Local\Leadwerks isn't it either.
  15. Just a quick question, I've been exploring the technologies of other engines and I've seen some very unique lighting techniques for global illumination in real-time. Is there any technology implemented within the Leadwerks to allow this feature, or is there any way to implement Nvidia's tech (Voxel-based Global Illumination, as seen in the Unreal Engine) through the use of their GameWorks SDK which requires direct contact to the OpenGL implementation (I believe, don't quote me on this)?
  16. I have been looking at the EmitEventHook void hookFunction(void* ptr) { // do whatever } System::AddHook(System::EmitEventHook, hookFunction); I can't figure out the correct type for hookFunction's parameter(s). Event* seems the most logical but doesn't appear to be correct, other hooks tend to have pointers to relevant objects. Anyone know the correct parameters?
  17. 'm using the C++ SDK and lua for small objects code. I need to create the entities from C++ and later use the bool Entity::CallFunction(const std::string& functionName, Object* extra) How to 'bind' on script lua to an entity ? it looks that Interpreter is using tolua++, but I can't figure how to load the .lua properly to the object // Create 100 special entity std::vector<Entity*> list; for (int i = 0; i < 100; i ++) { Entity* entity = new MyEntity(); entity->AddToWorldTable(true ); list.push_back(entity); } // Load special script (But not working, object not callable). Interpreter::NewTable(); Interpreter::SetGlobal("Script"); // Must Script. Don't change that, because the script are prefixed with Script:myFunction if (Interpreter::ExecuteFile("MyEntity.lua")) { System::Print("Error: Failed to execute script \"" + it + "\"."); } for (auto&it : list) it->CallFunction("OnSpecialFunction") Script Lua function Script:OnSpecialFunction() print self end
  18. I want to calculate the normal's from a height-map image by checking the neighboring pixels but I'm unsure on the correct way of doing it. This is the code I'm using below so far; unsigned int map_index = 0; for (int y = 0; y < map_size; y++) { for (int x = 0; x < map_size; x++) { unsigned int current_index = (y * map_size) + x; if (x == 0) { center_l = map[current_index]; } else { map_index = (y * map_size) + (x - 1); center_l = map[map_index]; } if(x == (map_size - 1)){ center_r = map[current_index]; } else { map_index = (y * map_size) + (x + 1); center_r = map[map_index]; } if (y == 0) { center_u = map[current_index]; } else { map_index = ((y - 1) * map_size) + x; center_u = map[map_index]; } if (y == (map_size - 1)) { center_d =map[current_index]; } else { map_index = ((y + 1) * map_size) + x; center_d = map[map_index]; } normal_buffer.x = center_l - center_r; normal_buffer.y = 2.0; normal_buffer.z = center_u - center_d; normal_buffer = normal_buffer.Normalize(); n_x[id] = normal_buffer.x; n_y[id] = normal_buffer.y; n_z[id] = normal_buffer.z; id++; } } "map" is just a collecting of floats representing the height for each vertex. I think there's another way of calculating the normal's for each vertex using the cross product of two vectors? But I'm not sure how to do this. Any help is appreciated.
  19. I've put together a quick shader that will show the object in wire-frame and draw lines to show the direction of each vertex normal. But the normal's don't seem to be acting correctly. Is somehow able to show me what I'm doing wrong? I have a feeling it something to do with the cameraprojection matrix, but unsure how to fix it. I used the info from this site; http://www.geeks3d.com/20130905/exploring-glsl-normal-visualizer-with-geometry-shaders-shader-library/ diffuse_shownormals.zip
  20. I've taken a look at the terrain.shader that comes with Leadwerks to see if I can modify it to my needs, but I'm not sure where to start. What I want is to texture a grid mesh of a terrain with multiple textures based and height and slope, and maybe even an alpha map. If someone is able to point me in the right direction or even a small snippet of code that shows how the height and slope can change where a texture is shown I'd appreciate it. Thanks.
  21. How can I manually change the min and max values of a models AABB? I've used the following code which seems to set the model->aabb okay but debugging the entity boxes doesn't show it and the model still disappears at the wrong times. model->aabb.min.x = -256.0; model->aabb.min.y = -256.0; model->aabb.min.z = -256.0; model->aabb.max.x = 256.0; model->aabb.max.y = 256.0; model->aabb.max.z = 256.0; model->aabb.Update();
  22. Hello, I have recently purchased the Leadwerks game engine and Professional DLC. The DLC is installed correctly and I can see the .cpp source files in the script editor. I was about to create a few of my own classes but noticed that although I can open .cpp files in the editor I am only able to save new source files in .lua Does the built in script editor support new .cpp files, what am I missing? Cheers.
  23. Hi Josh, I would like to see more flexible commands surround the surface class. This will make real-time modification of large dynamic meshes much easier and hopefully faster, allowing for more control of what type of games that can be made. AddVertices(vec3** positions) RemoveSurface(int index) RemoveSurfaces(int* indexes) RemoveVertex(int index) RemoveVertices(int* indexes) RemoveTriangle(int index) RemoveTriangles(int* indexes) SetTriangleIndice(int index, in a, int b, int c) Creating a grid of only 256 x 256 vertices seems to take a lot longer than if programming it in a bare C++ OpenGL application using VBO's. Is there a reason for this? Thanks.
  24. I'm unsure how exactly to use Transform::Rotation in order to rotate my physics object about it's local Y axis. The code below works when the player is upright, but if it rotates 90 degrees on the X axis (lying down basically) it rotates about the global Y. How can I use this to transform to local? float cx = Math::Round(context->GetWidth() / 2); float cy = Math::Round(context->GetHeight() / 2); Vec3 mpos = window->GetMousePosition(); window->SetMousePosition(cx, cy); mpos = mpos * looksmoothing + mousepos * (1 - looksmoothing); float dx = (mpos.x - cx) * lookspeed; float dy = (mpos.y - cy) * lookspeed; Vec3 prot = player->GetModel()->GetRotation(true); prot.y += dx; Vec3 v = Transform::Rotation(prot, NULL, player->GetModel()); player->GetModel()->PhysicsSetRotation(v, 1.0); Thanks.
  25. Is a PolyMesh() trigger suposed to work? I set one up but every time objects fly straight through without invoking the collision hook. Using a sphere or box though works fine.
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