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Everything posted by Marcousik
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in the cemetery where never borned ideas are crackling silver dust under your feets, you could walk on tiny fossil bones bleeding out past hope of future memories.
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yes all right thx ? Happy it can be done. So only set the specular to 0 on material and the effect of the shader is gone, cool thing really.
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Right thx adebgamesoft and Russel Actually it would be nice to use this shader on a specific material as it seems to turn the entire scene to marble: It is so impossible to compose a scene with old creepy material and marble
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Hey Russel Nice showcase. How did you do the floor reflections may I ask? It s cool and realistic
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Hey Man you have to check the scripts tutorials, you will find so much what you can do! https://www.leadwerks.com/learn?page=API-Reference_Object_World_GetWaterHeight https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_Camera_AddPostEffect
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how make "Moving Platforms" Face direction of motion
Marcousik replied to Russell's topic in Programming
The kinematic joint functions are looking first more complicated as they are but it runs ok. Just create the joint in the center - entity:GetPosition() - of the entity you want to move. And the joint:SetTargetPosition + joint:SetTargetRotation are very intuitive. Use a mass of about 3 or 5 not more or it won't move. Feel free to ask if problems About what reepblue said, I suppose that the slider joint will force the rotation as soon as the mass is restored. (but not tested) What you could do is to move a pivot with mass along the slider joint and put your box as child and use point() on the child -
how make "Moving Platforms" Face direction of motion
Marcousik replied to Russell's topic in Programming
Here I don't know how point() function is doing with joint functions... But I would calculate a simple cosinus/sinus/tan math functions to determine the angle you need for your entity to face the waypoint. Then use a joint kinematic on the entity instead of slider: https://www.leadwerks.com/learn?page=API-Reference_Object_Joint_Kinematic move with joint:SetTargetPosition() https://www.leadwerks.com/learn?page=API-Reference_Object_Joint_SetTargetPosition So then just apply the angle with joint:SetTargetRotation() https://www.leadwerks.com/learn?page=API-Reference_Object_Joint_SetTargetRotation -
Camera don't render on texture in STANDALONE version
Marcousik replied to Russell's topic in Leadwerks Engine Bug Reports
This is an upsetting bug I think, but there was a big work done with a second camera used for the minimap creation.. Did Macklabee the script?..sorry not sure but we/somebody should try to export a map including the minimap to see if the same problem appears. -
I remember I worked on this, trying to make a savefile too, but it is long ago, well I can remember that Seek could be used with an Intervall of 4. I could not understand why but it works, so something like, Seek(n) Seek(n+4) ----- and not n+1 This should be re verified, maybe it is useful
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Yes okay, I understand, so this would mean when using a ray cast with pick(), the PickInfo.entity:Hide() on this would hide all the 1000 spheres. Well should try this, but I am not sure about this.
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This is really interesting and weird... I read somewhere that csg are converted to models after the start function. I would really enjoy to know why so much fps difference, like where/for what goes/is used this "fps*energy" ?
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What is the concrete application of this?
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Terrain Building API in Leadwerks 5 Beta
Marcousik commented on Josh's blog entry in Development Blog
And what about Navmesh ? This should be updated too, the problem was regarding performances on bigger maps.... -
How do you access imported terrain in code?
Marcousik replied to havenphillip's topic in Programming
Thats funny - I'm thinking about this because that s a must have if a car should become another friction on the tires depending on mud terrain or not mud for example -
How do you access imported terrain in code?
Marcousik replied to havenphillip's topic in Programming
Is there a way to catch with a script function which material is painted on the terrain where the player actually walks? It could be usefull to adapt the footsteps sounds to the game, thx.. -
I have the idea to make an open world offroad map with a lot of vehicles to choose and activities like transport challenges to let the player progress and obtain more cars or upgrades, something like that... Well this is a big thing and I started with building little demos map as part of this big project, trying to add more and more features. Here is one of them with a monster truck little trip: Edit 13.03.2020 Progress: https://www.leadwerks.com/community/blogs/entry/2534-random-generated-forest-about-performances/
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Yes and that would be the part:
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I can remember I had this problem: if the building is too complex, the poly mesh could be correctly generated but not entirely be saved by the engine, and that's why I had to use your solution described under (2). But if the house is not too complex, it should be ok with using (1) Other solution is to build your own collision shape with a mesh named "collision" that will be recognized as such by the engine - I do not know exactly how to proceed but this should be best solution because it minimizes cost I think. That will be used on the Leadwerks tree to build a simple box shape on the trunk, without shaping the leaf
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Well I'm ok with LE 4. I do not complain because I am mostly lacking of time and concentration or inspiration and creativity to make what I want. And it would not be fairplay to say Leadwerks is the problem. Nothing new: I am missing in LE4 an integrarted road tracer and maybe few things like good rain collision feature. As I said I'm curious of what kind of games LE5 will support.
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I m actually really curious about what of games leadwerks five will let us construct.. What do you think Josh? Will it be possible to build kind of just cause 3 with it, including all features of the game???
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Is it possible in game to lower or upper the terrain with a script command? If yes how? Thx
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Yes I encountered three problems with an emitter with collision turned on, 1) as yue said there are particles that just do not collide, but this seems to depend on how high and with which speed the particles are falling. 2) to simulate the rain, the particles should disappear after the collision, instead they are bouncing away after colliding, maybe I do something wrong? 3) the emitter collision detection, with many particles to make the rain, over 100 for sure is incompatible with the vegetation collision feature. Each time the rain is coming over colliding trees built with the vegetation tool, the fps are dropping to unplayable values... Sorry this is actually no rain building thread, just wanting to add this.
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I am too not sure about this... While I am working on rain simulation with about hundred sprites, each one attached to a box with mass, falling on the ground, collision detection occurs using a pick ray on the ground, to avoid the rain coming through a roof for example. Well this runs OK for fps, even if it costs a few ones to run, but the ram cost increases like about 1 mb each second...not sure if Is this normal? I added System:CollectGarbage() in the main loop but not sure if this is the right use of it ? Thx for any help. Edit Okay you have to add as Josh said collectgarbage() and not System:CollectGarbage() !