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Josh

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Everything posted by Josh

  1. What page are you referring to? Do you mean in the search results, like here?: http://www.leadwerks...h&fromMainBar=1
  2. Not sure what you are doing, but this might help. It's the code I used to communicate between Leadwerks3D and executable converters: Method Convert:Int(path:String,commandline:String="") path=RealPath(path) Local outfile:String = StripExt(path)+"."+outformat Local proc:TProcess Local s:String Local success:Int=False Local ba:Byte[] Local sarr:String[] Print "Converting ~q"+RelativePath(path)+"~q to ~q"+ RelativePath(outfile)+"~q..." Local procpath:String=RealPath(AppDir+"/"+apppath) proc=CreateProcess("~q"+procpath+"~q +path ~q"+path+"~q"+" "+commandline) If proc While proc.status() Delay 1 Wend While proc.pipe.readavail() 's=proc.pipe.ReadLine().Trim() ba = proc.pipe.ReadPipe() ba = ba[..ba.length+1] ba[ba.length-1]=0 s:+String.fromcstring(ba)+"~n" Wend sarr=s.Trim().split("~n") For s=EachIn sarr s=s.Trim() If s If s[..7].tolower()="success" success=True Else Print s EndIf EndIf Next proc.close() If FileType(outfile)<>1 success=False If Not success Notify outfile If success If Not filesystemwatcher EmitEvent(CreateEvent(EVENT_FILECREATED,StripExt(path)+"."+outformat)) Return True Else DeleteFile outfile Return False EndIf Else Print "Error: Failed to create process ~q"+procpath+"~q." Return False EndIf EndMethod
  3. Leadwerks Engine uses a deferred renderer and does not have MSAA. You can use the framework commands and enable antialiasing, but this is a post processing filter and does not have the same quality as MSAA. Leadwerks3D supports MSAA, even with the deferred renderer, as the feature we requested three years ago is finally supported. I have no plans to pursue WebGL, but there are other online platforms we are looking into. We'll probably end up supporting a variety of online platforms, because none are completely perfect, and each has tradeoffs.
  4. Add shaders.pak to your project folder, or call RegisterAbstractPath("C:Leadwerks Engine SDK") (or wherever you have the SDK demo installed.)
  5. I strongly recommend using VS 2008 because support is built right in. Your VS 2010 applications will not run on Windows XP without additional required components that have to be downloaded and installed. Windows XP accounts for up to 43% of Windows machines, depending on which company's data you look at.
  6. Any idea where to download VS2005? I can't find a template in 2008, so I assume 2010 and 2012 don't have them.
  7. There isn't actually a command for this, I just set the field in BMX.
  8. Josh

    Viewport Navigation

    No, actually it's the opposite. The object-oriented commands will be the official documented API, and every language will be made to match that. BMX is an exception, but they are just calling commands from a BMX include file and that's easy.
  9. I believe this is how OSAKit works. It works with everything on Windows. All I need to do is a launch an executable that is already installed on the user's hard drive. The application itself can download a game package and parent its own window to the web browser.
  10. That's why I moved the default installation directory to C:Leadwerks Engine SDK
  11. It's definitely possible. There's an open-source example of this out there, somewhere. One problem is it's no good for skinned meshes. I could see using something like this for terrain, and then using conventional polygons for everything else. Of course, it would be fantastic for rendering medical data.
  12. Josh

    Viewport Navigation

    Can you explain this more?
  13. Josh

    Viewport Navigation

    I can't answer that. The API is very similar, but it's impossible to say since I don't know anything about your game.
  14. I've got orthographic viewport navigation done. I decided to build some grid commands into the camera class so that the graphics driver itself can handle the grid rendering, rather than having the editor make a bunch of OpenGL calls in a callback function. The grid can be rendered from any angle, and the math was a little tricky, but I got it worked out. I paid extra attention to showing the border where the world ends. The sliders that pan the viewport are very accurate, and stop right at the end of the world space. By default, this is one kilometer, but the world size can be changed at any time. One thing that was tricky was that the grid can be any resolution, and the world can be any size, so there's no guarantee the edge of a grid patch will match the edge of the world. I ended up using clipping planes to solve this problem.
  15. This is a significant problem and if I find a solution to this it opens up a lot of possibilities for us all. Anyone know how to you make an ActiveX DLL for use with web browsers?
  16. It's a strange world when indie developers are complaining about barriers to entry not being high enough.
  17. Doesn't matter, I said the same thing about console controllers vs. keyboards. There's always a broader market of less sophisticated players the industry will cater to. I see the exact same thing as PC->consoles, with the same arguments. The guy who bags my groceries asked me if I had "Angry Birds". The next frontier of consumers are the "accidental" gamers. They already have a smart phone and start playing a game on it. They already visit Facebook, and start playing a game on it. I know it's dumb, but my opinion as a consumer has been ignored since 2007, so it's easier for me to accept another move like this. The assumption is that a new generation of consoles will come along and sales will resume. The problem is so many companies have done a very good job at convincing customers that their graphics are "good enough" that there is nowhere to go from here. That's why everyone is focusing on gimmicks like motion controllers: http://www.tomsguide...news-12351.html http://www.computera...ation-4-even-do MS says the next XBox will be in 2015: http://venturebeat.c...l-game-controls Anyways, the outcome will be apparent within two or three years, so we can all go back to this thread and laugh.
  18. I make a GraphicsDriver class, and there is a global "current" instance: GraphicsDriver::GetCurrent() All created objects store the current graphics driver at the time they are created, in their constructor: Material::Material() { this->graphicsdriver = GraphicsDriver::GetCurrent(); }
  19. Remember that your personal tastes have nothing to do with the market as a whole. If the market reflected my preferences, every game after STALKER would have been rejected. http://www.tuaw.com/...orm-is-the-ipad It's already been decided. This guy knows a lot more about the industry than he will say in an interview.
  20. XBox support is a make or break feature for you? Do you have a development license? I fully intend to support the consoles ASAP because it can be sold to professional studios, but MS is locking you out of that platform.
  21. I'm getting a surprising amount of interest in this from engineering people.
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