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Josh

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Everything posted by Josh

  1. The default behavior is for vertical sync to be enabled. People were complaining about the editor using too much resources when the framerate is unlimited. You can change this in the editor settings.
  2. Any decent engine should be able to alter all those setting on the fly. When was the last time you played a game you had to restart to adjust the graphics settings?
  3. Just go to C:\Leadwerks Engine SDK and all the tools will be there. You may want to uninstall the demo version to avoid confusion.
  4. Josh

    Dat Cave

    Wow, that looks amazing. All I could see before was a black square. Really nice normal mapping work!
  5. Where do I download LE.Net? And is there a project wizard template for it?
  6. 138 clicks total so far. Not bad. That's 138 visits we might not have had otherwise.
  7. Is LE.NET complete? You have to declare all the procedural functions anyways to make an OO wrapper, so why not just do that minimal amount of work and have something finished? An OO wrapper is more work, and still doesn't seem to satisfy C# programmers, so it has a way of never getting done. At least it can be used as a base for people to add whatever crazy syntax they want in an unofficial add-on. It's all documented in the command reference.
  8. That's pretty cool, basically the same thing as id's stuff. Not sure if people need an even more demanding art production process, but the results are nice.
  9. You came to the right place. An .x to .gmf converter is provided. Leadwerks Engine uses OpenGL, and is the equivalent to DX10. Leadwerks Engine 3 uses OpenGL 4 and has tessellation. It's the same as DX11, except it will run on Windows XP. We just released a new evaluation kit, by the way. Make sure you have the 2.43 one: http://www.leadwerks.com/werkspace/files/file/232-leadwerks-engine-evaluation-kit
  10. Occasionally the downloader can mess up one or two files. It checks the file size against what the server says it should be. Run the updater again and it will just download the files that don't match the server.
  11. It's a completely new engine, but a lot of the design and ideas of LE2 will carry over.
  12. That's why I am saying make a procedural header that follows the C API exactly, and then you can go crazy with an unofficial OO addition on top of that.
  13. After you ordered, there should have been a page with the installer that you can download. If you go to Account>Client Area in the menu at the top of this page, you should be able to see that page in your order history.
  14. Yeah, if that is necessary. That would be fine, but every time anyone has made an object-oriented C# header they always go off on their own designs that are unrelated to C++. I don't want to document all that. Leadwerks for XNA would have no physics and no scripting, because C++ is not allowed, as far as I know. If that ever changes I will be interested in those platforms.
  15. If you would like your C# header to be included in the Leadwerks Engine SDK, the command set must be an exact 1:1 duplicate of the default C command set, as documented in the command reference here: http://www.leadwerks.com/werkspace/page/Documentation/le2/_/command-reference/ This is so we don't have to write another set of docs. You can build an additional object-oriented layer on top of that if you like, and distributed it on the forum, but any official C# header must follow the C API exactly. Thanks.
  16. The refraction shader can do that. It's slightly more complex to implement a blur in the shader, but not that bad. It would not handle multiple layers of transparency, though. Just the topmost layer would be fuzzy, so if you had three panes like that, they would not get progressively more fuzzy with each layer.
  17. Don't they have a simple PHP link you can use, instead of embedding a scripted item into your site? I can see how it could catch on quickly if it's linked to SEO. Everyone will add one overnight to avoid being left out.
  18. The Share URL window will now display a QR code for your link. This is useful for printed materials. The viewer can scan the code with their phone and be taken to the page in their browser (and your referral ID is still attached).
  19. You can now click on the bitly icon and view your statistics for any given page. This will track your unique referral URL for that page and show how many clicks you got, and where they came from. Links are persistent, so you can view stats on pages you posted months ago. Another amazing implication of this is the encoded URL will still contain your referral ID when it is reposted. So if 20 people retweet your post, those all count as a referral for you if a sale is made by anyone who clicks the link.
  20. You can create the graphics driver as follows: CreateOpenGL1GraphicsDriver(); CreateOpenGL3GraphicsDriver(); etc. I might do this: CreateGraphicsDriver("OpenGL1"); The reason for this would be to allow the editor to select a new graphics driver that wasn't written when it was compiled, like if someone added a new renderer themselves and replaced the Leadwerks DLL with their own.
  21. There's a new set of pages for Leadwerks Engine 2 up. I think these do a better job communicating all the features of LE2, and explain why it's unique and awesome. Existing users might even learn something from the material: http://www.leadwerks.com/werkspace/page/Products/le2 This also integrates into the forum skin. The only page left on the site that isn't using the global forum template is the 3D World Studio page, and that will be changed shortly. The 2.43 evaluation kit will be released soon. This will allow some programming and generally be less restrictive than the current 2.3 evaluation kit. You've now got a URL, Facebook, and Twitter share button in almost every page of the site, up in the header. Use them and help us spread the word about all the great stuff people are making.
  22. I would think a quad core with multiple GPUs would be able to run three instances of the program with no performance loss over a single instance. I'm not an expert on multiple GPUs, but it seems like that would be an easier way to split up the task.
  23. Josh

    Morphs ?

    This feature is not supported.
  24. Can you rephrase that question? I don't follow.
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