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Arggh, the jerkiness was caused by lua scripts not loading again. When I set the abstract path to the LE SDK directory I thought it would take care of the scripts too. But I actually needed to move the scripts folder into MyGame folder? Anywho, thanks...got to see what a lot of the settings/parameters do trying to figure this out too, so the aggravation payed off a little.
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The rotation is fine, I can spin around 1080 without noticing any kind of jerking... I tried the curve...but I wouldn't doubt I didn't use it correctly, just seems to change the speed....but can still see the jerkyness UpdateController(player,camrotation.Y+rotate*-1,Curve(move*10,0,6),strafe*10,0,400,1,0); Are you guys getting the same results?
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Ok, it stops fast when I release the keys now...But is still very jerky moving and strafing #include "engine.h" int main(int argc, char** argv) { Initialize(); RegisterAbstractPath("C:/Program Files/Leadwerks Engine SDK"); Graphics(1280,1024); AFilter() ; TFilter() ; TFramework framework=CreateFramework(); TLayer layer = GetFrameworkLayer(0); TCamera cam=GetLayerCamera(layer); PositionEntity(cam,Vec3(0,0,0)); //Set Lua variable BP L=GetLuaState(); lua_pushobject(L,framework); lua_setglobal(L,"fw"); lua_pop(L,1); // Setup Initial Post Processing FX SetGodRays(1); SetHDR(1); SetSSAO(1); SetBloom(1); SetAntialias(1); SetStats(2); Collisions(1,1,1); //DebugPhysics(true); LoadScene("abstract::Test_Forest.sbx"); TController player=CreateController(); EntityType(player,1); PositionEntity(player,Vec3(0,20,0)); SetBodyGravityMode(player,1); SetBodyMass(player,1); SetBodyDamping(player, 100); SetWorldGravity(Vec3(0,-20,0)); TVec3 camrotation=Vec3(0); float mx=0; float my=0; float move=0; float strafe=0; float rotate=0; TPivot campiv = CreatePivot(); EntityParent(cam, campiv); PositionEntity(cam,Vec3(0,0,0)); // MAIN LOOP while (!KeyHit(KEY_ESCAPE)) { //Player movement move=KeyDown(KEY_W)-KeyDown(KEY_S); strafe=KeyDown(KEY_Q)-KeyDown(KEY_E); rotate=KeyDown(KEY_D)-KeyDown(KEY_A); //Rotate Cam camrotation.Y=camrotation.Y+rotate; RotateEntity(player,camrotation,1); //Set controller input UpdateController(player,camrotation.Y+rotate*-1,move*10,strafe*10,0,400,1,0); //Position the camera TVec3 playerpos=EntityPosition(player); PositionEntity(campiv, playerpos); RotateEntity(campiv, EntityRotation(player)); MoveEntity(campiv, Vec3(0, 1.75, -5)); // Update timing and world UpdateFramework(); // Render RenderFramework(); // Send to screen Flip(0) ; } return Terminate(); }
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Isn't this grading system something that Microsoft tried with Vista? You ran a program and it gave you scores based on each of your main specs, and a final score. Games were supposed to have a number on them also. But with the failure of conception of Vista...well I guess it never caught on. Yeah, here is one article... Windows System Score Edit* Funny, I just read it...and at the time it was written is when my rig was considered the "sweetest new rig". Which it was when I built it!
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Video tutorial #2 - Rendering lights with Lua.
Fosef replied to AggrorJorn's topic in General Discussion
I like the idea of the additional exercises, nice work Aggror...keep them coming! -
I agree with Aggror about the coming home and plopping down on the couch thing. I love PC gaming, I remember how hard it was for me to bring myself to buy the 360 due to elitism of being a PC Gamer. But I too work in front of a computer all day, and there is just something about the relaxation of sitting/laying on the couch and being able to play comfortably that I don't get on the PC. In fact, I'm tempted to hook my PC up to the TV so that I don't have to go sit in the computer chair. B) Hmmmm
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Camera works as expected, but its very jerky when moving or strafing...rotation is fine. Also I can't figure out the Damping, I've tryed every number ranging from .1 to 100, it just keeps moving after releasing the keys.
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At work now, so will try it tonight Thanks guys!
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Ok I got it moving, but still having issues with getting the camera to follow the controller and rotate correctly, here is what I have now.... #include "engine.h" int main(int argc, char** argv) { Initialize(); RegisterAbstractPath("C:/Program Files/Leadwerks Engine SDK"); Graphics(1280,1024); AFilter() ; TFilter() ; TFramework framework=CreateFramework(); TLayer layer = GetFrameworkLayer(0); TCamera cam=GetLayerCamera(layer); PositionEntity(cam,Vec3(0,0,0)); //Set Lua variable BP L=GetLuaState(); lua_pushobject(L,framework); lua_setglobal(L,"fw"); lua_pop(L,1); // Setup Initial Post Processing FX SetGodRays(1); SetHDR(1); SetSSAO(1); SetBloom(1); SetAntialias(1); SetStats(2); Collisions(1,1,1); DebugPhysics(true); LoadScene("abstract::Test_Forest.sbx"); TController player=CreateController(); EntityType(player,1); PositionEntity(player,Vec3(0,20,0)); SetBodyGravityMode(player,1); SetBodyMass(player,1); SetBodyDamping(player,1); SetWorldGravity(Vec3(0,-20,0)); TVec3 camrotation=Vec3(0); float mx=0; float my=0; float move=0; float strafe=0; float rotate=0; // MAIN LOOP while (!KeyHit(KEY_ESCAPE)) { //Player movement move=KeyDown(KEY_W)-KeyDown(KEY_S); strafe=KeyDown(KEY_Q)-KeyDown(KEY_E); rotate=KeyDown(KEY_D)-KeyDown(KEY_A); //Rotate Cam camrotation.Y=camrotation.Y+rotate; RotateEntity(player,camrotation,1); //Set controller input UpdateController(player,camrotation.Y+rotate,move*7,strafe*7,0,1,1,0); //Position the camera TVec3 playerpos=EntityPosition(player); TVec3 camerapos=EntityPosition(cam); camerapos.Y=playerpos.Y+1.75; camerapos=Vec3(playerpos.X,camerapos.Y,playerpos.Z-5); PositionEntity(cam,camerapos); // Update timing and world UpdateFramework(); // Render RenderFramework(); // Send to screen Flip(0) ; } return Terminate(); }
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For whatever reason, the controller code does not work for me...I copy it straight out of the .pdf. It runs fine, but the controller does not move.
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Trying to create a third person camera, not sure if I'm going in the right path code wise or not. I've been going off the code from Third person camera - ball game example by Aggror Not sure what I'm doing wrong...If I had to guess, its something with the Pivot? In the end I actually want to have an animated player model, not a ball, but figure the ball is good starting point, unless the physics of a ball are actually the issue? #1 Am I on the right path, or should I be using the controller somehow? (I can't get the tutorial code to do anything, no movement at all) #2 The camera doesn't stay with the "player" #3 The camera leans when I push the Q or E Not sure how to best attach a sandbox file yet, but all Test_Forest has is a flat terrain and a tree in the middle. #include "engine.h" int main(int argc, char** argv) { Initialize(); RegisterAbstractPath("C:/Program Files/Leadwerks Engine SDK"); Graphics(1280,1024); AFilter() ; TFilter() ; TFramework framework=CreateFramework(); TLayer layer = GetFrameworkLayer(0); TCamera cam=GetLayerCamera(layer); PositionEntity(cam,Vec3(0,0,0)); //Set Lua variable BP L=GetLuaState(); lua_pushobject(L,framework); lua_setglobal(L,"fw"); lua_pop(L,1); // Setup Initial Post Processing FX SetGodRays(1); SetHDR(1); SetSSAO(1); SetBloom(1); SetAntialias(1); SetStats(2); Collisions(1,1,1); DebugPhysics(true); LoadScene("abstract::Test_Forest.sbx"); TBody player=CreateBodySphere(); EntityType(player,1); PositionEntity(player,Vec3(0,20,0)); SetBodyGravityMode(player,1); SetBodyMass(player,1); SetBodyDamping(player,1); SetWorldGravity(Vec3(0,-20,0)); TMesh ball=CreateSphere(); PositionEntity(ball,Vec3(0,20,0)); EntityParent(ball,player); EntityType(ball,1); TVec3 camrotation=Vec3(0); float mx=0; float my=0; float move=0; float strafe=0; float rotate=0; TEntity pivot=CreatePivot(player); EntityParent(pivot,player); EntityParent(cam,pivot); // MAIN LOOP while (!KeyHit(KEY_ESCAPE)) { //Player movement move=KeyDown(KEY_W)-KeyDown(KEY_S); strafe=KeyDown(KEY_Q)-KeyDown(KEY_E); rotate=KeyDown(KEY_D)-KeyDown(KEY_A); //Rotate Cam camrotation.Y=camrotation.Y+rotate; RotateEntity(pivot,camrotation,1); //Add Force to move player/ball TVec3 force=Vec3(strafe*10.0,0,move*10.0); force=TFormVector(force,cam,0); SetBodyForce(player,force); // Update timing and world UpdateFramework(); //Position the camera TVec3 playerpos=EntityPosition(player); TVec3 camerapos=EntityPosition(cam); camerapos.Y=Curve(playerpos.Y+1.75,camerapos.Y,2.0); camerapos=Vec3(playerpos.X,camerapos.Y,playerpos.Z-5); PositionEntity(cam,camerapos); // Render RenderFramework(); // Send to screen Flip(0) ; } return Terminate(); }
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Doh! Actually I had them in the Projects->MyGame folder....moved them into the Projects folder and it loaded the paths correctly. Still no terrain and forest_grass layer though, but I am guess that is something I need to add to the ProcessScene() myself? Don't go to far, may need help figuring that part out too lol
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So trying to load my own sandbox file, like the loading a scene tutorial. I opened up the editor, I created a flat terrain, gave it the grass material, and added a Beech tree. Using the same code from the tutorial, I changed the LoadScene to my file name. Upon running all I get is a black screen with the Tree displayed proudly in the middle. No grass terrain, or from what I can tell light. Looking at the output screen, I noticed its looking for some script files, and the path is getting screwed up. Only setting I have different from the setting up tutorial is the Debugging->Working Path...I have it set to ".." if I have it as "../.." as the tutorials says, i get an access violation error, and it says engine.dll could not be loaded in the output window. So what do I got that is screwed up?
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Thanks, I felt like a kid on X-mas morning since I had just purchased, so I wasn't taking the time to search for anything. I seen the Visual Studio issue was in the wiki after the fact...not sure if anything was out there on the SpotLight issue. Anyways, great product, enjoying it so far!