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  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. Hi, I have made a large sphere shape which is set up as a trigger and I have attached a collision hook to a cube which I fire from the camera at the sphere. The hook is called upon collision but also seems to be called when the cube is inside the sphere. Even if it has been created in the sphere on start-up. Is there a way to only detect a collision with a face? Not the volume as well? I thought of just removing the hook upon first collision, but I'd like it there for collisions that may happen later. Any ideas?
  6. Hey guys, What I have is a large dynamic mesh, and Shape::PolyMesh() takes too long to be used in real-time. I want the shapes vertices to change along with the mesh's without using Shape::PolyMesh() all the time. Is it possible to manipulate the vertices of a shape without re-generating it?
  7. Hi! It has been a while. Here's an update on my networking library EvayrNet which is available for C++ users of Leadwerks: While implementing it into the test project in Leadwerks, I saw that the use case had some flaws which made it really hard to debug what's going on. I figured that I should be spending some time on fixing some flaws. After a few weeks I came up with the following upgrades: Debugging class Simulation mode More debugging information available Here's some detailed explanation: Debugging class I was using a lot of "printf" before which made it hard to: Find out where it's being called Disable whenever I don't need it anymore This is when I decided to make a debugging class. I replaced the printf with a custom Print function which allows you to do the same as before - except you can disable any kind of printing whenever you want (like during release builds). I also realized that capturing data is a pretty cool feature to have, which makes it easier to visualize the data you want to debug. For that I created a SaveText function which accepts a string and a filename as arguments so you can separate data like "Pings per interval", "Bytes sent per second", etc. Here is an example what you can do with it: Simulation mode This is an interesting one that I just had to implement. A connection cannot always perfect, and it can be hard to always expect a good outcome (while you might not notice it because of your tests on localhost). This is why I introduced the manipulation of the following networking stats: Minimum latency (in ms) Random latency (in ms) Packet drop percentage Packet duplication percentage It's also very easy to activate and deactivate. All you have to do is NetworkManager::StartSimulation(...) and StopSimulation(). Here is it in the command line when you activate it: More debugging information available At last I added more ways to debug the network statistics to really see what is going on. Are you not receiving data anymore? Are you flooding the network? The following information is now ready to be displayed: Newest ping (either to the server or from a specific client) Average ping (this as well^) Incoming amount of packets per second Outgoing amount of packets per second Packets per second lost Incoming data per second (in bytes) Outgoing data per second (in bytes) Current active connections (primarily for the server) That's... quite a lot more than before! Previously you could only see if you're connected and if you're the server. I hope this information will make it easier for users to visualize traffic and debug any problems they might be having. And of course, you can mix this up with the debugging class to make cool graphs like above! Final words I'm still planning on making some extra information, like on specifics to see what kind of message is creating the amount of bytes send/received. This should help debugging even more. Other than that there are still some enhancements I'd like to put in such as encryption. These can be seen here. I hope you liked this blog post! Next time I will probably be showing how to implement EvayrNet into your C++ Leadwerks project, so you can toy around with it.
  8. I'm working on finding a better way to find out if two entities are (a) close to each other and (b) facing each other. Initially I thought it was a good idea to bolt a trigger onto them, offset on the local Z-axis and have each entity "carry" one around in front of them but I've now noticed that the physics timestep doesn't line up with the UPS, so if the framerate goes above 60 or so, my game loop doesn't detect a collision during some of those frames. It's probably an overly expensive way of calculating it as well. Ideally I'd like to have some simple detection happening that ticks those first two boxes above, but which I can put in my game loop so it's called once each App::Loop frame, rather than with a collision hook which is only called every physics update. I'm reasonably new to programming (a year or so) and haven't done much in the way of game stuff before, so there are a lot of concepts I'm ignorant about, but is raycasting something I should be reading up on to help me with this or am I barking up the wrong tree?
  9. I'm hoping to get some non-ASCII characters to the screen, but DrawText doesn't like std::wstring. Is there a way around this already, or should I nut out a way to use bitmapped characters?
  10. Hi, guys I am learning leadwerks to develop a game of my own, Lua is quite good, but now I need some information about using c++. I've searched web, just found very few topics about it, and they seems to be a little outdated, since the c++ project structure of leadwerks4 has changed a lot. So I do need some help about it, anyone can show me some very basic c++ tutorials of leadwerks, like how the c++ project organized, how can I make a project file for code::blocks and how can I compile my project without leadwerks editor. Any help will be appreciated.
  11. Hi guys, I was wondering if anyone's ever used a custom icon for their application's window. If so, what steps did you take? I imagine I might have to fiddle with the main.cpp file and possibly derive a new window class from Leadwerks::Window to get things working. One thing that will make this tricky: I'm targeting Windows OS, but eventually supporting OSX and Linux. Many thanks
  12. Hi guys, I was just wondering if there's a way to draw/play an animated gif image on screen in C++ using Leadwerks? Many thanks
  13. Hi guys! I've created a new Project in the Solution which will be for one of my custom frameworks/libraries. My framework references the Leadwerks library and classes. I'm currently having difficulties setting up the project to compile, as I get this error: Error 1 error C1083: Cannot open include file: 'OpenAL/al.h': No such file or directory I've added the dependencies and path macros for this new Project, trying to mimic the setup of the Project in the generated Solution from Leadwerks. I'm not sure what I'm missing! Any advice and guidance would be greatly appreciated! Many thanks
  14. These guys are not documented
  15. model_path = "G:/342/fff/Models/Characters/Crawler/crawler.mdl"; model = Model::Load(model_path); model->SetAnimationName(1, "Run"); std::cout << "Animation: " << model->GetAnimationName(1); anim = 42; std::cout << "*******animname***: " << model->animationname[1]; model->SetAnimationFrame(Time::GetCurrent() / 100.0, 1, 1, 1); model->Update(); Here's a problem: animation draws incorrectly, somebody knows how to fix it?
  16. Hi all! I have a custom Cursor class written in C++. The image (a *.tex file) is being drawn multiple times across the window as I move the mouse. How can I draw it only where the mouse is, and avoid it being drawn all over the place? I have this for drawing: context->SetBlendMode(Leadwerks::Blend::Alpha); context->DrawImage(cursorImage, (mousePosition.x - cursorOffset.x), (mousePosition.y - cursorOffset.y)); context->SetBlendMode(Leadwerks::Blend::Solid); I've attempted clearing the context - which resolves this issue - but other drawn images do not display, as the cursor is the last thing to be drawn. Many thanks
  17. For Keyboard Input I can not found a way to get german umlaut like "ä,ö,ü,Ä,Ö,Ü,ß" also the Left- and right- Alt Key I am missing in the Keylist. I miss in the API- Reference a function to get the scancode from a keypress.
  18. After a long while of inactivity on the forums, I wanted to take the time and share my boilerplate and base game application, in c++, for the Leadwerks game engine. The source can be found here. This project uses V$ 2013, C++11 and Leadwerks 3.X. There are currently no external dependencies outside from the full version of Leadwerks Game Engine, on Steam. If you have any problems setting up the application just let me know. I will gladly assist in any way possible. You should be able to clone/download the repo, drag in the Leadwerks asset folders, and be on your way! What it includes: Base Game Object Input Manager State Manager Camera Manager Planned enhancements: Event Management Network integration with Steam Voxel Management Game Object Management Weapons and Bullets Several generic C++ containers much much more The planned enhancements are actually already complete, I am just taking them out from my existing game application, cleaning them up, and adding documentation. I look to push changes to the public-facing repository bi-monthly. I would love to get some feedback about what you guys and gals think, whether you are using it in your projects, and or what you think the template could use. I will be posting notes on my IndieDB blog as well to follow my releases. P.S. The current template contains a simple example, demonstrating the use of the Game Object, Camera Manager, and how to switch between Camera Behaviors.
  19. I understand that when using CharacterPhysics for an object, the physics shape will always been a cylinder. The question is, can I tweak any other aspect of it, such as its size? I've got small enemies and large enemies, and there are places that the small enemies can go that the big enemies (whose collision is the same size), shouldn't be able to go.
  20. Hi, LeadwerksDemo has some errors on Ubuntu 14.04 : - At compiling, Leadwerks.h can't be found : - BackSlash are used instead Slash : - Some files and local vars are missing :
  21. This is a very rough first pass attempt at reading amplitude data from a wav file. I'm hoping to get the signal cleaned up so that I can detect subtle differences in amplitude. Anybody really knowledgeable about the Bank class in regards to audio processing, or using fast fourier transform to smooth data?
  22. Hi, I noticed that the loading time for a map consisting of 4 models (one is animated) is too long. Leadwerks::Map::Load(getLevelName()) The code above runs on a Microsoft Visual Studio Community 2013 project, in the Debug configuration and it needs approximately 11 secs In the Release configuration the loading time is considerably shorter.
  23. Hello, I think i need some help here. i own leadwerks and the professional eddition dlc on both on steam and now im trying to start a C++ project. i tried going to the project manager and making a new project, selecting the black project option but then, where in the past i got the question what type of project i wanted to create, it now just creates a lua project without asking first. so now im wondering, how do i start a C++ project? when i search for tutorials they all show the popup screen were it asks if i want to make a Lua or C++ project, but when i do exactly the same thing, it doesnt show up for me. ive installed visual studio 2013 like some one said in an old post i found but this also doesnt make any difference. (atleast, for what im seeing) does anyone know what im doing wrong?
  24. Hi, I am trying to find a way of setting up custom properties for a model using the editor. One way is to create script properties but I don't know how I can access them using C++ Any help will be appreciated
  25. The statement '#undef GetFileType' there is in the App.h file In what does it serve for?
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