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Yue

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Everything posted by Yue

  1. Testing the beta, in 3d view, icons representing entities such as the camera, the lights do not turn in the direction of the camera.
  2. I agree, and that's why we're not creating video game engines, talent has another for that, all the tools are usually great, but no matter how much I install UDK, CryEngine, Torque, Unity, they don't do anything by themselves. Then comes something that I think, and I can be wrong, make us right on a tool, see its advantages and focus on it, and know how to deal with their mistakes. Now, we could be creating games directly from c++ and Vukan in a Visual Studio environment, but for that you need talent, and that's what professional studios and famous games pay for. In the end my point of view is simple, I use Leadwerks, because I don't have the talent needed to make a video game engine, or create with other development environments. Here it's easy, in other parts they throw you an immense api and defend yourself as you can and in the same way you find problems, errors, difficulties, but the question is how to have the ability to solve them. It's just what I think, and most likely I'm wrong. Translated with www.DeepL.com/Translator
  3. Leadwerks is a great tool, the problem is that a tool does nothing, if there is no one to push the talent, work, development. Then any bad worker will blame the tools. I also rest a while and came back with a fresher mint and I share what some say, learning is my hobby and improving my skills is a challenge that somehow allows me to advance to the next level. Übersetzt mit www.DeepL.com/Translator
  4. https://www.leadwerks.com/learn?page=API-Reference_Object_Math_Transform I can please help myself toenteder the transform commands, I would appreciate some simple examples.
  5. I think something is wrong, it should work with the default values, I think that at some point something like this happened to me, and I don't know if I fixed it or fixed it, I remember moving the map size values.
  6. https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_Camera_SetRange Cámara Range !!
  7. Yue

    How to use gmax

    Thanks You!!
  8. Note : If I remove the vehicle and put on the spectator camera, I don't have the performance deterioration.
  9. I have a problem with the terrain and vegetation system implementing rocks. The problem is that I may have a lot of rocks, but by activating rock collision, I have a frightening bottleneck that affects performance. The strange thing about all this is that even if I put the density of the rocks very low, which is only displayed about three on the perimeter, I still have that performance problem and everything points to when I activate the collision of the rocks. Any suggestions?Bottle neck - Performance Translated with www.DeepL.com/Translator
  10. I have a similar problem, I have a prefabricated and if I export it to the scenario in the editor everything works fine, but if you run the game is blocked. If I remove the script from the prefab it works well.
  11. There is always something new to learn, and when my native language is not English, there is a way of learning called brute force, this leads to two things, first, you learn, and second a high percentage is learning to do things wrong, of course not always. Today I had a kind of Eureka, I actually discovered how to properly implement the sliding joints to create springs for a vehicle, the point here is to get to understand how this should work and I think I've achieved it. In the end I'm left with the doubt of whether I have a learning disability, because torture is the same as always, trial and error. Translated with www.DeepL.com/Translator So I expose the code to recreate the shock absorbers, it should be noted that only I understand this, because I do not give any explanation regarding the case, but it works. cVehicle={} function cVehicle:New() local this = {} this.mesh = {} this.mesh.chassis = nil --## pivots Springs. this.mesh.SpringFL = nil this.mesh.SpringFR = nil this.mesh.SpringBL = nil this.mesh.SpringBR = nil --## Meshs Wheels. this.mesh.WheelFL = nil this.mesh.WheelFR = nil this.mesh.WheelBL = nil this.mesh.WheelBR = nil --## Meshs Axles Dir. this.mesh.AxleL = nil this.mesh.AxleR = nil --## Motor Springs. this.motorSprings={} this.motorSprings.force = 300 this.motorSprings.limits={} this.motorSprings.limits.Down = -0.5 this.motorSprings.limits.Up = 0.5 this.posSprings={} function this:StartSystem( springs, wheels, axles, chassis) self.mesh.chassis = chassis self.mesh.SpringFL = springs[0] self.mesh.SpringFR = springs[1] self.mesh.SpringBL = springs[2] self.mesh.SpringBR = springs[3] self.mesh.WheelFL = wheels[0] self.mesh.WheelFR = wheels[1] self.mesh.WheelBL = wheels[2] self.mesh.WheelBR = wheels[3] self.mesh.AxleL = axles[0] self.mesh.AxleR = axles[1] self:StartMotorSprings() end function this:StartMotorSprings() self.posSprings[0] = self.mesh.SpringFL:GetPosition(true) self.motorSprings[0] = Joint:Slider( self.posSprings[0].x,self.posSprings[0].y,self.posSprings[0].z, 0,1,0,self.mesh.SpringFL, self.mesh.chassis ) self.motorSprings[0]:EnableLimits() self.motorSprings[0]:SetLimits( self.motorSprings.limits.Down, self.motorSprings.limits.Up) self.motorSprings[0]:SetSpring( this.motorSprings.force ) self.posSprings[1] = self.mesh.SpringFR:GetPosition(true) self.motorSprings[1] = Joint:Slider( self.posSprings[1].x,self.posSprings[1].y,self.posSprings[1].z, 0,1,0,self.mesh.SpringFR, self.mesh.chassis ) self.motorSprings[1]:EnableLimits() self.motorSprings[1]:SetLimits( self.motorSprings.limits.Down, self.motorSprings.limits.Up ) self.motorSprings[1]:SetSpring( this.motorSprings.force ) self.posSprings[2] = self.mesh.SpringBL:GetPosition(true) self.motorSprings[2] = Joint:Slider( self.posSprings[2].x,self.posSprings[2].y,self.posSprings[2].z, 0,1,0,self.mesh.SpringBL, self.mesh.chassis ) self.motorSprings[2]:EnableLimits() self.motorSprings[2]:SetLimits( self.motorSprings.limits.Down, self.motorSprings.limits.Up ) self.motorSprings[2]:SetSpring( this.motorSprings.force ) self.posSprings[3] = self.mesh.SpringBR:GetPosition(true) self.motorSprings[3] = Joint:Slider( self.posSprings[3].x,self.posSprings[3].y,self.posSprings[3].z, 0,1,0,self.mesh.SpringBR, self.mesh.chassis ) self.motorSprings[3]:EnableLimits() self.motorSprings[3]:SetLimits( self.motorSprings.limits.Down, self.motorSprings.limits.Up ) self.motorSprings[3]:SetSpring( this.motorSprings.force ) end function this:Update() if Window:GetCurrent():KeyDown(Key.J) then self.mesh.chassis:AddForce(0,150,0) end end return this end And there's still the question of whether this is well implemented, but I guess I've learned something new.
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