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Everything posted by Rick
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Found it http://www.leadwerks.com/werkspace/topic/7902-navmesh-findpath/ Undocumented class that's probably only available via C++?
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There is a cool site for saving your code snippets. https://snipt.net I created an account and posted my global picking and calling a script function snippet. I tagged it with "Leadwerks". https://snipt.net/search/?q=Leadwerks Would be handy if others would make accounts and contribute any snippets they often use. If we get enough maybe Josh could include querying this site for Leadwerks tags in the Lua editor so we can bring up different snippets directly from the editor! Or if he ever makes the editor have a plugin system we could make this feature ourselves. I know there is code that I always have to go outside of the editor and look up. Looks like they assign a GUID to each snippet and in the raw link you get just the code back: https://snipt.net/raw/1070c25779bbfe8655d1a7eb25513d98/ Thoughts/Ideas? Here is how we'd use their web api to get all tags with Leadwerks returned in XML format: https://snipt.net/api/public/snipt/?q=Leadwerks&format=xml I just picture in the Lua editor we can do a key combination that does this query and returns the results to a dialog box. We pick the one we want and it gets inserted where our cursor was or something like that.
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I thought there was another post talking about how you can get the path details somehow. Maybe you can use that information (I'm assuming it's a list of points) to move the objects yourself instead of using the LE character controller?
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Leadwerks 3.1 Pre-orders Now Available, Indie Edition coming to Steam January 6th
Rick commented on Josh's blog entry in Ultra Software Company Blog
I don't think the updates are overpriced at all. Look at Unity Pro. It's $1,500! If you look at the feature list between them it's fairly comparable and LE is way cheaper! If you purchased 3.0 and upgrade to 3.1 you'll have paid like $300? It would take 12 more years of $99 upgrades to finally hit Unity Pro's cost. I've been more productive with LE than I was with even the indie version of Unity (that's just my experience obviously). Personally, I just don't think $99/yr upgrades are overpriced when comparing it to some other popular engines. -
For me water is something that's out of my reach, but Networking and GUI I have 3rd party options.
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Leadwerks 3.1 Pre-orders Now Available, Indie Edition coming to Steam January 6th
Rick commented on Josh's blog entry in Ultra Software Company Blog
I don't see how $99 a year is all that much. Save $8.33 a month and you'll be good each year. Josh could be naming these releases by major number if that would make people feel better, but it's about the features added not the release number. -
Leadwerks 3.1 Pre-orders Now Available, Indie Edition coming to Steam January 6th
Rick commented on Josh's blog entry in Ultra Software Company Blog
@gamecreator But then you wouldn't ever use the product because you'd always be waiting to save money. It's like cable or dish. They always give big savings to new customers to try and get them to convert. If you want the product/service, at some point you bite the bullet and make the purchase knowing that they may have bigger savings later for newer customers. -
Leadwerks 3.1 Pre-orders Now Available, Indie Edition coming to Steam January 6th
Rick commented on Josh's blog entry in Ultra Software Company Blog
+1 on the no mobile upgrade cost when it comes out! We got 3 very nice features in this upgrade so I'd be shocked if each feature you listed itself will be an upgrade on it's own. As much as some people hate on 3.0 it was a good upgrade. We got pathfinding, csg, mobile support, run on wider range of hardware, and a more solid engine with the transition to C++ as it's core. Honestly even if we did pay $99 for each of those features, which I don't think we will, it'll still be cheaper than some other engines. $99 /yr is cheaper than most of my other hobbies, and those don't really offer me the chance to make any money from them -
+1 can we get this update? You've been sitting on a lot of bug fixes for a few weeks now and this would really be nice to have. Getting this issue and basically stuck now.
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I think it would be cool if we had a forum here just for snippets because I have a lot that aren't full fledged files so I don't want to put them in the asset store, and I'm horrible at organizing this stuff myself, plus I sometimes code on different machines so it would be nice to have it stored online and since they are LE oriented why not have a forum here for them? Going to see how this is accepted So using Lua I have a script attached to multiple entities that I want to know when they get picked. It would be inefficient to place picking checks in the entity script since it would run that code for every entity in the scene. So instead I decided to make a generic picking function that I'll place in App.lua and it'll call a function to an attached script to the entity that was picked if said function exists. This assumed App has a camera variable. By default in the Lua template no camera is created. What I did was make a camera entity, attach a script, and inside Script::Start() I did: App.camera = self.entity function App:HandlePicking() -- look for mouse picks and fire a function in the attached script if one exists if self.window:MouseHit(1) == true then local pickinfo = PickInfo() local p = self.window:GetMousePosition() if self.camera:Pick(p.x, p.y, pickinfo, 0.5, true) == true then if pickinfo ~= nil then if pickinfo.entity.script ~= nil then if pickinfo.entity.script.Picked ~= nil then pickinfo.entity.script:Picked(pickinfo) end end end end end end Then in any script you want to handle these define: function Script:Picked(info) [size=4]end[/size]
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I get an error in Lua with the following definition saying error in function 'Load'. I'm assuming the callback method doesn't work for Lua? In the docs it talks about 'hookname' as one of the argumnets but this doesn't seem to work. http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/map/mapload-r510 if Map:Load(mapfile, "ForEachEntity", self) == false then return false end
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Yeah, would be good for rain not entering buildings also
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I often place a pivot in my scene and make my csg children of this pivot for organization purposes. I add a pivot for each 'section' of the map and this helps me organize the scene tab because otherwise it gets way to long. I noticed today, however, that doing this breaks the navmesh generation, in that it doesn't do it at all on the csg if it's a child to a pivot. Is this by design and if so why?
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Are you using LE's physics for this? If so don't you have to use the physics set position on the platform? http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entityphysicssetposition-r190 As I recall, setting the position like you are, on a physics shape, disabled it's physics. Also have a look at http://www.leadwerks.com/werkspace/files/file/434-elevator/
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Josh, why is Entity::Instance() crossed out in the docs?
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You won't be able to create unlimited number of these. At some point you'll hit a major slowdown if you make boxes like this. There is a way that'll give you more on screen as it creates instances instead of a new, however they will share the same material so changing a material on 1 will change it on all. I think a parameter to the instanced function will allow you to have new materials but again it'll hit limits faster. Are you thinking of a minecraft type game because if you are it's not going to be as simple as you are thinking. Nothing ever is in game development. If you haven't already you'll want to see what minecraft does to make things an acceptable speed. Create a cube via code http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/model/modelbox-r346 You'll most likely want to save these in variables or you'll get memory leaks. Just store them in a std::list or vector.
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You know you want to whack the mole! I hear from friends that their kids just pick it up and still play without being prompted. That's a pretty cool feeling I still believe this is a market for a game like that, but how do you reach the moms who have smart phones but don't really care about technology? The world may never know
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I think what NA is saying is another way to do it besides using physics, would be to do something where you specifically are setting the position of the character to simulate the push back effect. By using something like SetPosition() over every frame while said character is being pushed back, you can simulate, in a more deterministic way (it'll be the same every time). With the way I mentioned your character could fall over. When I did this some time ago I placed a very wide cone at the feet of the character to make sure it didn't fall over, but it still could have if something went wonky with the physics cone. 35 seconds into this video you can see it in action with the physics method I picked:
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Character controllers can't have forces applied to them. Something I did a long time ago was to also have a cone physics shape at the bottom of the feet of the character and when I wanted to push them back, I would disable the controller, and then push the cone back some via physics and have the character model follow it. When it stopped I would enable the controller again.
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I think this was talked about for LE 3 at some point. Are we going to get a non graphics version of LE that can be ran on the server? Many features of LE make life easier and it would be nice to use LE on a server for those features. The things I can think of off the top of my head: - Use LE pathfinding to validate/build paths for clients - Use LE collisions
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In LE 2 I thought raycasting was done on the geometry which was why when we had complex character models the first time delay raycast bug was there. I guess now that you say that LE 2 automatically created the physics model based on the actual model so yeah you are right. Sorry, I've removed my statement as to not confuse the matter.
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I hope it's not because Leadwerks for Steam and the workshop!
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I am sort of shocked that Newton doesn't have some kind of on enter collision.
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I didn't watch Josh's video but I would think you want to use raycasting for the bullet and find out what hitbox it collided with instead of using a "real" bullet.
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How do you modify a prefab and have all instances be affected? If I drag in a prefab to the scene and modify something it tells me it'll break the fact that it's a prefab.