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Hello new here got some questions


Wstimson
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ok I picked up leadwerks indie edition on steam loving it so far but the lack up lua content is very sad.

I myself am not much of a scripter but I do enjoy learning it I was playing with unity for a while and was getting pretty good with unity script and my buddy who is more into scripting then I am was making huge strides. we both do not like the price or royalty model associated with it so I picked up leadwerks to take it for a test drive.

 

Anyway onething I would like to look at is voxals using the lua script, in unity there are some voxal games and stuff but unity isn't very good with this sort of thing as we both learned about the only game using unity and voxals that do a decent job is planet explorers and they use a 3rd party library bound using dll,

 

so my question is would I need to do something like that in leadwerks or would I be able to handle it in lua script alone?

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LE3 has lot of documentation for Lua. Tutorials section or command reference examples :

http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/

http://www.leadwerks.com/werkspace/page/tutorials_legacy/

 

 

Better use C++ for Voxels, lot more faster for such system.

The best is indeed a specialized Third party library for good performance and decent world size.

Stop toying and make games

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Ill have to look up some of those tutorials, also from what I have gathered I can use dll binding in LW Indie right? I ask cause I know we cant do the c++ but thought I read somewhere about the Dll binding, and threw that im sure I could easily call the functions from lua at least again I think I read that somewhere, I am not apposed to using a 3rd party library as it saves massive amounts of work. in the end its not really going to be me that does the coding as I am a graphics person even though I still love playing with code.

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That is really exciting, my problem is I tend to bash my head against the brick wall that is programming till it works so this is going to be a bit of a steep learning curve for me but I'm sure my friend will have little problems with it just need to get him to actually buy leadwerks.

 

And I looked over those tutorials and most of them are either about working with the editor or working in c++, the lua ones are good though I just wish there were more of them.

 

I am really looking forward to getting more into LW, for what I am looking to do first though really doesn't have anything to do with voxels as I'm starting small, but for my first adventure I am looking to make a random level generator that uses prefab rooms if that works out I may just go with that. My next question is, level streaming, UDK has level streaming its rather simple to do I noticed i can load more then one level into memory is there anyway load more then one at a time, kinda like how they did with Skyrim and having each level a self contained zone that its stitched together? I don't need code examples as again I am probably not going to be doing the coding but I am hoping that something like that would be possible.

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No LE3 don't have level streaming or terrain/level chuncks.

What you can do is multi zones levels, like loading some new level when reaching a new Zone : Zelda ,Fable ... or like some others have a big outdoor terrain map and all dungeons and other village/indoor casle zones are a different maps loaded when you enter them.

Stop toying and make games

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would I be able to hide parts of levels im pretty sure the engine has occlusion culling for things that arnt rendered but not exactly what I mean. but say you have your pre generated map and at spots set up some triggers to hide parts of the map or rather turn them off and on. im noticing that the csg/bsp used in this engine is not exactly like im use too, instead of just level geometry its more like a real object and can have properties or physics even scripts attached to them. so with that in mind im assuming that I could.

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if the maps are prefabs then I don't see why you can't do that however, you might get a large frame drop when the engine suddenly needs to render a new, large, prefab. An option that just popped in my head, do a distance calculation and when smaller prefabs are a certain distance from the player, they are no longer hidden.

bool Life()
{
 while(death=false)
 {
   if(death==true)
   return death;
 }
}

 

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What you just described was my first occlusion system I ever wrote. :)

 

Yes, it will work. However, hidden entities have no collision, so you might have objects falling out of the level. Have fun!

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

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wow never been spammed in French before I feel really dirty now for some reason. anyway I was working on a light switch last night and well that didn't really work out, sadly I am not really sure how I would do it. It Is my first lua script so I am not really sure where to start with it

in unity I would just toss a function with an If statement down and put that function into the update function. not

really sue if It works the same here.

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