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Everything posted by Marleys Ghost
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Leadwerks 3.2 Indie : Animated Character Workflow Test
Marleys Ghost posted a blog entry in Marleys Ghost's Blog
To prevent non Leadwerks Engine specific/Related entries from my Blog being automatically published here via the Blog Feed, I have removed that functionality, and will simply add a new entry title and link here for all Leadwerks Engine specific/Related entries. Leadwerks Related Blog Entry. Leadwerks 3.2 Indie : Animated Character Workflow Test -
Renamed Animation Sequences Not Saving.
Marleys Ghost replied to Rod Brown's topic in Leadwerks Engine Bug Reports
Me too!!! ... what was the question? yep, tried to rename but after saving, the changes are lost. -
Leadwerks 3.2 Indie : I hate waiting in for deliveries! [HD]
Marleys Ghost posted a blog entry in Marleys Ghost's Blog
To prevent non Leadwerks Engine specific/Related entries from my Blog being automatically published here via the Blog Feed, I have removed that functionality, and will simply add a new entry title and link here for all Leadwerks Engine specific/Related entries. Leadwerks Related Blog Entry. Leadwerks 3.2 Indie : I hate waiting in for deliveries! [HD] -
Leadwerks 3.2 Indie : Proof Of Concepts & Several Tests.
Marleys Ghost commented on Marleys Ghost's blog entry in Marleys Ghost's Blog
Really? was that because it took too long to recalculate on terrains in general or large ones? I'd have thought rather than disable dynamic navmesh generation simply have its default as we have it now with dynamic navmesh generation an option that is selectable and not penalise those who are not using large terrains.- 15 comments
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Leadwerks 3.2 Indie : Proof Of Concepts & Several Tests.
Marleys Ghost commented on Marleys Ghost's blog entry in Marleys Ghost's Blog
I think its all changed since 3.0, but how and what to is just speculation. With the current way its done I understand the argument for a controller not being over a certain height or diameter but not being able to resize below those parameters makes no sense. There is very little control over the system. I do hope soon there will be more information on this functionality.- 15 comments
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Leadwerks 3.2 Indie : Proof Of Concepts & Several Tests.
Marleys Ghost commented on Marleys Ghost's blog entry in Marleys Ghost's Blog
Hey Mack, as far as I could workout, and could be wrong, SetNavigationMode is for static objects which will (or will not) effect the building of the navmesh, I don't think its "dynamic", I am not setting it true on the NPC's. I'd imagine its all handled via detour and however thats been intergrated into the character controller. But again with so little info on the subject I am just guessing.- 15 comments
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Leadwerks 3.2 Indie : Proof Of Concepts & Several Tests.
Marleys Ghost commented on Marleys Ghost's blog entry in Marleys Ghost's Blog
Hey Jorn, that was one of the "tests", there is very little information on what has and conversely not been implemented with recast and detour. Detour is a pathfinding and spatial reasoning toolkit, if memory serves (it does now an then even at my age!) I think the spatial reasoning uses entity velocities to calculate avoidence steering, hence if the player stops they will bump into him. With so little information about the intergration into LE3.x though I am just guessing.- 15 comments
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Leadwerks 3.2 Indie : Proof Of Concepts & Several Tests.
Marleys Ghost commented on Marleys Ghost's blog entry in Marleys Ghost's Blog
@gamecreator: Meshes using an Alpha'd texture scrolled via a mesh shader.- 15 comments
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Leadwerks 3.2 Indie : Proof Of Concepts & Several Tests.
Marleys Ghost posted a blog entry in Marleys Ghost's Blog
To prevent non Leadwerks Engine specific/Related entries from my Blog being automatically published here via the Blog Feed, I have removed that functionality, and will simply add a new entry title and link here for all Leadwerks Engine specific/Related entries. Leadwerks Related Blog Entry. Leadwerks 3.2 Indie : Proof Of Concepts & Several Tests.- 15 comments
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@Mordred: A pseudo-random number generator like math.random takes a starting number, in this case, (math.randomseed( os.time() ) ), performs mathematical operations on it, then continually applies the algorithm to the last generated number, however while each number in the sequence is seemingly random with regards to the previous ones, the entire sequence is not random at all. math.randomseed(999) for n = 0, 5 do num = math.random(9) Print (num) end 1,9,3,7,7,1 everytime. When you use math.random in a loop, you should always have (math.randomseed( os.time() ) ) outside of the loop, this is because the iterations are executed really fast and it nearly every time re-assigns the same "current time", that results in the same *random* starting number being generated. for n = 0, 5 do math.randomseed(os.time()) num = math.random(9) Print (num) end That gave me 7,7,7,7,7,7 You had: local i=0 for n = 0, 5 do math.randomseed(os.time() + i) num = math.random(9) Print (num) i = i + 10 end but again this produces the same first *random* starting number over and over, the article you link to explains why: So all you have to do is to take math.randomseed( os.time() ) out of loop and set it only once per application run, if you want to "mix up" the seed each time you run the application try: math.randomseed( tonumber(tostring(os.time()):reverse():sub(1,6)) )
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A whole night? Well in that case you will never ever have to ask how to do something in lua or Leadwerks ever again ....
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Yes, I have lots of ideas.
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You don't have to worry about vectors but if you won't spend time learning lua ... and learning the Leadwerks API how do you expect to accomplish anything using an engine that requires programming?
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Learn lua ... learn the Leadwerks API ... write a function ... simples.
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You look for the bone called hair .. then hang your hair on it ... kind of self explanatory really.
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Just add a bone to your model and call it (imaginatively) Hair ...
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Learn lua ... Learn the API ... then write this stuff ... Simples.
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The only way to learn is to do, go through the tutorials that are available and then simply run through the API and experiment.
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Instead of docs?
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Are you asking for a way to make a game without having to program?
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Precisely, you can drop your own textures into the texture folder (also plenty of free branch textures on the web) and then using Cross Vert/Horiz Geometry and not individual leaves to get good results with a low poly count.
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Well, tree[d] will "generate polygons for each leaves of the tree", unless you turn that default off and enable either Cross Vert/Horiz Geometry (or both) in the "branch" settings.
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Game Tournament 2 Poll and feedback
Marleys Ghost replied to AggrorJorn's topic in General Discussion
So you claim, but I thought the point of the tournament is to start from scratch.