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Problems with Tutorials..


Chiblue
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Maybe it's me, but I seem to be struggling with media missing from the different tutorials...

 

1. The Power Tutorial, does not include the bamboo.dds file discusses, this also does not exist in 3DWS as I own a licensed copy...

 

2. The Character controller tutorial download does not include the concrete_floor01.mat file, giving me a white floor...

 

This is all and I know it's minor but when you are trying to learn this stuff it's a little frustrating when you have to stop working through the tutorial to see if you messed up.. Or maybe there is something else I need to download..

 

Thanks, sorry to be a pain..

If it's not Tactical realism then you are just playing..

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Power Tutorial falls into my responsibility, and I just uploaded the complete bamboocrate model to the end of the "Making Models" section:

http://www.leadwerks.com/wiki/index.php?title=Power_Tutorial#6.29_Making_models

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

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The power tutorial is a community-written tutorial.

 

The character controller lesson has been updated here. Material files are included:

http://leadwerks.com/werkspace/index.php?/page/resources?record=15

 

Please let me know if you have any other problems with the official lessons.

My job is to make tools you love, with the features you want, and performance you can't live without.

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The new Lua tutorials are a bit different from Power Tutorial. Lua alone can't maximize the optimization, but only the engine can. However, I'm thinking how to use Lua to it's maximum extend without causing negative effects in the game regarding memory consumption and performance. It's also planned to have SQLite integration and networking, and blowfish encryption for SQLite records, A* pathfinding (only C++ is fast enough for that), force feedback joystick support, etc...

Which means, you can do a game fully with Lua, but the most optimal situation is achieved when using C++ and Lua in perfect combination.

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

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Now I feel really dumb...

 

When I try the char. controller code... just after adding the character controllers.. I get the following screen, different from the one in the tutorial and the controller will not move...

 

This is the code although at this point I copied and pasted the code as I could not see why...

 

 

#include "engine.h"

int main(int argc, char** argv)

{

Initialize();

//Create a graphics context

Graphics(800,600);

//Create a world

if (!CreateWorld()) {

MessageBoxA(0,"Error","Failed to create world.",0);

goto exitapp;

}

//Create a camera

TEntity cam=CreateCamera();

CameraClearColor(cam,Vec4(0,0,1,1));

PositionEntity(cam,Vec3(0,2,-10));

//Load a model

TModel scene=LoadModel("scene.gmf");

if (scene==0) {

MessageBoxA(0,"Error","Failed to load model.",0);

goto exitapp;

}

EntityType(scene,2);

Collisions(1,2,true);

//Create a light

TLight light=CreatePointLight();

PositionEntity(light,Vec3(0,5,0));

//Create a render buffer

TBuffer buffer=CreateBuffer(800,600,BUFFER_COLOR|BUFFER_DEPTH|BUFFER_NORMAL);

TController player=CreateController();

EntityType(player,1);

float move=0.0;

float strafe=0.0;

DebugPhysics(1);

//Main loop

while(!KeyHit(KEY_ESCAPE)) {

//Player movement

move=KeyDown(KEY_W)-KeyDown(KEY_S);

strafe=KeyDown(KEY_D)-KeyDown(KEY_A);

//Set controller input

UpdateController(player,0.0,move,strafe);

//Update the world

UpdateWorld();

//Render the scene

SetBuffer(buffer);

RenderWorld();

//Render lighting

SetBuffer(BackBuffer());

RenderLights(buffer);

//Swap the front and back buffer

Flip();

}

exitapp:

return Terminate();

}

post-263-12649027351322_thumb.jpg

If it's not Tactical realism then you are just playing..

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Just add this after the controller is created:

	SetBodyMass(player,1);
PositionEntity(player,Vec3(0,1,0));

The PDFs are being phased out and replaced with the resources section. Sorry for the confusion.

My job is to make tools you love, with the features you want, and performance you can't live without.

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Yes, and realistic physics kinda writes the game logic for you. All you have to do is to setup meaningful physics objects, and the game is ready.

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

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Very nice, I sneer mokingly in the general direction of Dark Physics :)

 

But isn't that the point, you focus on gameplay and graphics not on building work arounds for bugsa in the physics engine...

If it's not Tactical realism then you are just playing..

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Basically DP works for the most part, that said, the problems I had were with gravity and raycast, firstly gravity was extreme difficult to get right, you would up it to increase your model falling speed, but then you could not move objects... It was just a difficult thing to get the right feel with, the second issue and what really threw me off it was it's raycast, basically it does not work, it does not recognise collisions always, so you will be casting at a wall meshm some parts you get a collision other times not... if you change the angle the hits change..

 

So then I tried to use NGC and Sparkys both have raycast but no Physics, so I spent a few weeks trying to get one of them working with DP, it was a pain and would not work together well.. plus TGC never responded to me bug requests which was the last straw..

If it's not Tactical realism then you are just playing..

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Just something you experiment with ;)

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