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Genebris

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Everything posted by Genebris

  1. So the problem is not just moving objects affecting GI but even moving objects receiving GI from static objects?
  2. Just post the project. Or just a goblin model, I'll see how many I can run.
  3. That blog post doesn't mention animations or skinning, which is probably the issue. I never could run more than a couple of characters in Leadwerks. You should probably try stopping all animations or deleting all the bones in your scene to check if it's because of animations.
  4. Well, Unity or Leadwerks don't even have realtime GI systems so it's hard to compare.
  5. I don't know why it produces and error, but you can always use the good old classic way: Math:Random(0,20) -10 Also, this is Leadwerks API method and Lua has it's own math.random Might be different, IDK.
  6. Do you mean UV animation? It's also in the emitter documentation a it's very simple: make a sprite sheet and set the grid size in the emitter.
  7. Have you tried loading first and then dong tolua.cast? Because that's the logical order it should be in.
  8. I might be wrong here, but this is how I understand it. Prefab:Load returns object of a class Entity. But that class doesn't have a method Play. Only it's subclass Emitter has a method Play. https://www.leadwerks.com/learn?page=API-Reference_Object_Entity Maybe if you define the variable as Emitter first, and then load prefab into it, it remains as Entity class, I don't know. And you can also cast your Entity object to Emitter object. I think like this: entity = tolua.cast(entity,"Emitter")
  9. Yeah, documentation must be really confusing for new users, you are not the only person who had trouble with this recently. I suggest you just go off of example projects, they should have everything you need to make a basic game. Notice how character controller and prop controller are different things and use different methods to move. I suggest you start with character controller while you learn and rely on FPS example.
  10. You can't use entity:Move for the character, it's only for non physical objects because it ignores collision. For character, you use enitity:SetInput. Look how character is done in FPS example project. You can also see how walls and platforms are set up there. self.entity:SetInput(self.camRotation.y, playerMovement.z, playerMovement.x, jump , false, 1.0, 0.5, true) https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_SetInput You don't need to do SetGravityMode, all you need is static boxes with scene type and correct character movement script.
  11. Using scene collision type is correct. The character controller isn't able to slide on it's own, you need to use prop type if you want it sliding on an angled platform. I don't know why it doesn't collide with walls, you should record a video and attach your character script.
  12. First, I don't think Turn and Move are allowed for physics objects. It was PhysicsSetPosition before, but then Josh implemented something else: Also, do you use character controller? I think you should since this is your character. It will allow AI to navigate to you. With character physics mode you use this method: https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_SetInput You can find how it's used in default FPS character example.
  13. Try using cylinder collider for a tree, mesh collider for this is impractical.
  14. I guess you need to implement a shader that multiplies diffuse texture by uv1 texture.
  15. Does latest version of Leadwerks even have lightmapping support at all? I'm only aware of shadow masks.
  16. Do I understand that correctly? Reflected visuals are geometry that got voxelized and then polygonized back?
  17. Genebris

    Common Bottlenecks

    If character controller boosted your FPS 2 times, then you probably have a CPU, not GPU bottleneck. Check your task manager. Also, GTX 1050 is weak, but it is the second most popular GPU on Steam, so you should definitely optimize for it.
  18. Genebris

    GPU Voxelization

    Do you mean you voxelize every frame? I thought it's something that gets baked once and them voxel models follow regular models.
  19. There are no viable options other than Steam
  20. Realistic hall of mirrors would need around 10 bounces, so definitely not a good idea?
  21. Have you tested shadows with fast moving objects like cars or thin walls?
  22. Less objects, less materials, less shaders is generally how you solve this. Just merge everything into one mesh.
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