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Josh

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Everything posted by Josh

  1. SetVelocity(velocity,0) By default the velocity vector is in global space. By the way, you should use CalcOmega() and AddOmega() to turn the body, not TurnEntity().
  2. This is the only thing I know of that can do what you want: http://www.codemasters.com/games/?gameid=2846
  3. I think Puki means well. He just has an odd sense of humor.
  4. I can't tell without the scene files.
  5. If you enable wireframe you will be able to see the LOD changes.
  6. You might have more luck adding forces to make the nodes of the rope stay a certain distance from one another. You'd have more control that way, and can handle elasticity and breaking, and it's probably less overhead than using joints.
  7. Pure3D has launched their realtime division for producing high-quality real-time assets ready to use in Leadwerks Engine. The first vegetation model set Groundplants 1.x is now available. It features 20 digital vegetation and foliage models. More file formats and engines will follow. This pack is available at a special introductory price of only €19. You can browse the contents of the pack in this pdf file.
  8. Just the 4x4 matrix, and instance center and radius for culling. Newton's proxy system is pretty good, but I am going to try to convince Julio to use an array of matrices, so the physics can just use the same data.
  9. Yes, that's how I do it. Each instance consumes 64 bytes of memory, and I use an array of matrices for drawing.
  10. The vegetation system is so highly optimized. It took a year just to think of how to do it, then it had to be written twice to get it right. The memory consumption alone would prevent you from matching this with mesh entities. If you don't need as dense of vegetation, then you might reasonably be able to implement your own system.
  11. Thanks, we are looking at the issue.
  12. You'll also lose the engine's vegetation system if you make your own terrain.
  13. It might be possible, but you will run into so many problems. If a 4096x4096 heightmap is too small for your purposes, you should use another engine.
  14. I got my hands on the GDC showcase scene by Michael Betke, and it's much more beautiful than I thought. I used this scene to rewrite and test the vegetation rendering code. Collision isn't working yet, but it's built into the routine. The results speak for themselves. Fortunately, Pure3D is soon offering a set of game-ready vegetation models, so you can create gorgeous landscapes like this.
  15. These are the best C# headers to use: http://leadwerks.com/werkspace/index.php?/topic/602-c-headers-main-thread/ The engine command set has been stable for a long time now, so the user-made headers are very good.
  16. I don't recommend creating a buffer smaller than 64x64.
  17. There isn't a separate Sandbox forum. Almost everyone on the forum is using version 2.3.
  18. A new editor was written for version 2.3 called Leadwerks Editor.
  19. The evaluation kit is now mirrored here: http://download.cnet.com/Leadwerks-Engine-Evaluation-Kit/3000-18538_4-10887505.html
  20. Josh

    HUD's

    I don't think there is anything that would cause this. I think you mean rendering with the framework commands to a different buffer.
  21. That video was just recorded from the editor. There's nothing to it.
  22. I think Michael Betke will soon be selling some vegetation assets ready to use in the engine.
  23. I think you should make details like the corn fade out long before you get as far away as you are in that picture there, and the texture beneath them should be yellow to match. You're also going to get a big speed boost in the next version, because the vegetation rendering will be much optimized.
  24. Josh

    iPad

    If I may ask, why are you interested in Leadwerks for mobile device development?
  25. You have to write the interpretation of the parameters yourself in the Lua interface code. Lua doesn't just choose a function based on the number of parameters, unfortunately.
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