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Josh

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Everything posted by Josh

  1. No, it should all be automatic, and if it isn't it means something is wrong.
  2. Yeah, there are a couple simple ones in the main folder. Just open example01.lua in the script editor and press F5 to run it. http://leadwerks.com/wiki/index.php?title=Script#Script_Editor
  3. Inquiring minds want to know.
  4. Use looping particles and let them fill up before you start rendering.
  5. I'm looking more for stuff that's written as a standalone app, not necessarily something that has to run in the editor. The Lua script editor lets you write and run programs. The scene editor is fun, but I think serious programming needs to be done in the standalone script editor. I picture the demo having an html page that shows you the different games you can play, and for each one, a link to play it and a link to open the script and look at it.
  6. Print("Hello!") will do it.
  7. http://www.lua.org It's probably easiest just to look at my examples.
  8. I want to include a few simple "mini-game" examples in the public demo. Andy's ActionSnake game is a great example. Some other ideas could be a monster truck rally or a fantasy RPG example with a character running around in 3/4 "Zelda" perspective. It doesn't have to be a complete game, but having some kind of playable goal makes it much more engaging. Here are the parameters: -Coded in uncompiled Lua script. -Performance is more important than graphics. You don't get any points for having twice as many polygons on screen. Most people don't even understand the idea that more polygons = slower performance. -Playability is the most important factor. I can include some good-looking scenes, but what people really want is to see an example in script and tinker around with it. -I recommend just using pre-made media packs from Dexsoft. If you are interested in having your example included in the public demo, keep us informed on your progress. I would like to post the demo at the end of December. You can include any information on your game to get a little exposure from this. Thanks. Ideas:
  9. Each model class uses its own Lua state. This allows one script to be edited at a time, but interstate communication is a little more difficult. You can use SetGlobalNumber() to communicate in this situation.
  10. Is KEY_ESCAPE defined anywhere?
  11. Josh

    tree[d]

    The triangle counts in that program seem astronomical.
  12. That's normal. It takes a certain amount of force to get the bodies to adhere to the constraint, and joints always have some ability to stretch, especially when you have lots of them linked together like this.
  13. Josh

    tree[d]

    How many triangles are those trees?
  14. Perhaps either of the converters failed then?
  15. I recommend BlitzMax but people generally don't like using BlitzMax because they have never heard of it.
  16. Well, it's supposed to convert the .dae to .fbx and then .gmf silently, but it's not a feature that gets used very often, so it wouldn't surprise me if it had a problem. The .dae and .fbx converters are available in the "Tools" folder.
  17. New Steam hardware survey results are available: http://store.steampowered.com/hwsurvey As of October 2009, 80.79% machines surveyed can run Leadwerks Engine.
  18. I don't know if that was even implemented in 2.25. I think your physics objects will have problems if you are moving the submarine without using physics forces. There are commands to calculate the forces to move or rotate a body a certain way.
  19. Either: light:Move(Vec3(1,2,3)) light:Movef(1,2,3) I will try to add the "f" version for every command.
  20. They would all be parented to the scene pivot, which you could move around, but if you are trying to use physics it would get messy. I think you could just roll the camera if you want to simulate motion when inside the sub.
  21. Leadwerks Engine 2.3 has been released. This major update includes a new editor, Lua script integration, forest rendering, roads, and more. Lua Script Integration: Write object scripts and write your game in any programming language, or you can write your entire game in Lua. New Editor: Leadwerks Editor is our new tool for creating enormous terrains, placing objects, and creating worlds. You can even edit scripts and see the results instantly. Forest Rendering: An advanced new rendering algorithm makes it possible to render hundreds of thousands of trees and plants, at playable framerates. Make dense forests that stretch for miles. Roads: Build spline-based roads and paths in the editor. Roads can branch, stretch, and fade out. You can even go for a drive on your highways and byways in the editor. Terrain Holes: Remove patches of terrain and go underground with caves and bunkers. This feature brings a new subterranean dimension to your games. High Dynamic Range (HDR): Brights are brighter, and darkness is darker. High dynamic range allows a greater range of color to be displayed, with automatic iris adjustment to correct for the ambient lighting environment. Animation Improvements: Characters can have up to 256 bones, with fast hardware skinning performed on the graphics card. Rendering Framework: It's easy to toggle advanced effects on and off, in any combination, with commands like SetBloom() and SetHDR(). On Lua Like many programmers, I used to consider scripting languages to be a "toy": They are nice and easy to use, but ultimately I thought it was just programming for people who don't want to install Visual Studio. I started playing with Lua back in June of 2009, and the potential for this wonderful language quickly became apparent. Our integration of Lua allows script to be written on both a global and per-object basis; You can write your entire program in Lua, like you would with C++ or another language, or you can write a script specifically for one object class, with different predefined functions to be called during the program. There are functions that can be called when an object hits something, when it is created, or once every frame to update the object. Object scripts can be used together with C++ or another programming language. This means that anyone who uses Leadwerks Engine, with any language, can download a scripted object, drop it into their program, and have the same behavior working in their own game. The implications of this are immense. Suddenly we found that instead of being a collection of a few hundred individual programmers, the community suddenly became a collaborative, collective group. If one developer writes a script for a scary monster and posts it online, another user can download it, drop it into the editor, and see the results, with no code changes. You can even edit the script in Leadwerks Editor, save it, and instantly see the results. For the first time, developers could easily work together and share their creations, and still use whatever programming language they preferred. Lua has changed the whole feel of the community to a more social and cooperative group. Keeping it Real-time Our design philosophy for Leadwerks Engine is that everything should run in real-time, and thus be editable in real-time. Lighting and physics are already editable in real-time with instant feedback, but it took some time before I realized we can extend this approach to something else: programming. The new editor has an integrated script editor. To edit an object's script, you simply double-click on its node in the scene tree. You can view all the code that makes the object to whatever it is doing. You can also make changes to the script, save it, and the object's behavior is instantly updated! The lack of a compiling phase allows you to fine-tune behavior to get it just the way you want. Plus, it's a just lot of fun to use. For an in-depth description of our Lua implementation, see here: http://www.leadwerks.com/files/Tutorials/Lua/Getting_Started_With_Lua.pdf The Road to Perfection Roads look nice, but the reason I really like them is they allow new dimensions of gameplay. When I started off writing the road editor, I had a few requirements. I wanted the roads to be written entirely with Lua object scripts. This was a challenge, and forced me to add several features to the script integration to make it work. I also wanted roads that aligned perfectly to the terrain, like they do in Crysis. First I wrote the mesh generation routine that makes a spline-based road. This is fairly simple, but it is only part of the problem. The biggest challenge was slicing the road up by the terrain grid, so that every vertex on the road lined up along the terrain, and the whole road lay perfectly snug. UV mapping the tessellated road was another major challenge, but a clever solution was found after many attempts. The resulting roads look great and conform perfectly to the terrain. And they're fun to go driving on! Seeing the Forest for the Trees The forest rendering algorithm is my favorite new rendering feature. The bulk of this was written in the spring of last year, but there were a few details I didn't complete until recently. I spent hours playing with the Crysis editor and trying to figure out how they heck they were able to render so much foliage. I read article after article, but no one seemed to have a good approach. Most of the forum discussions on graphics development sites seemed to amount to just saying "use billboards". The problem is that rendering 100,000 billboards is still a major challenge. The solution was found by analyzing what format data the GPU will render most efficiently, and then working backwards to find a way to get the vegetation in that format. The solution is elegant, and seamless to the end user. There's no baking or pre-processing. You paint as many trees and plants on the terrain as you want, and it just works. I still have some more ideas to implement, like destructable trees and even better efficiency, but I am quite happy with how it turned out.
  22. Why does the interior of the submarine need to move around? Do submarines have windows?
  23. That's a pretty good summary.
  24. This sounds like a good idea to me.
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