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Everything posted by YouGroove
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Developping for mobile, specially , simple games without graphics requirements , just need OpenGL2 nott spcecially above. simple example : a racing game with one directionnal light only for anddroid device, or game with hand drawn 3D textures and baked lightening.For this style of game developping on PC for mobile should not require OpenGL 4.0. So how will it be for mobile and LE3 on the future ? Develop on OpenGL4 anyway ? Or some possibility to swicth to OpenGL2 also on PC ? Is it too complicated to be able to switch from OpenGL2 to Deffered OpenGL4 ? OR no more possible ? (Just curious)
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Yes like any other existing commercial software , could it be photoshop, UDK, Zbrush, Word, Excel etc ...
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roll the ball ... unfortunately not as long as I want ;)
YouGroove replied to Alex88's topic in Programming
Well these monkey ball games are in engines that don't use any BSP. BSP or model, both are geometry and volume and good for static collision. Cylinder and cubes , capsule etc ... are needed for moving geometry only or character collision right ? -
The real gaming 3D cards are these PC gamers uses the most : Radeon and Nvidia. You can find cheap ones supporting even latest 3D features.
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Leadwerks Indie Edition- Windows Exception
YouGroove replied to WarHawk's topic in General Discussion
Not wanting ot be harsh, but this is where a demo really makes lot of sense sense. Any newbbie would never buy the engine if the demo don't launch on their computer. Anyone owning LE 3.1 can generate a simple demo, and it could be included in Steam front page and LE3 Site. Even basic cubes demo to just validate the new comer can run LE3 with it's configuration. -
Well i put my own colors for LE3 Lua editor. It seems i can't edit teh color for selection , as code is white, selection is by default white, so hard to see. IS it a way to change it, or maybe it is for suggestion instead ?
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Solved [LE 3.1 Steam] Physics and shape problems
YouGroove replied to codeape's topic in Leadwerks Engine Bug Reports
I never said it was a bug , and i'm awar that it's always a cylinder. No idea caus it should work, as your character uses the cylinder physics of character controller. Well if you can post your character and camera code, i'll make same scene and test also. -
Some Intel chips didn't worked with LE3 unfortunatelly. I don't know about yours. Is it GPU integrated on mother board ? You can find Nvidia or Radeon at cheap price also.
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How do you double checked ? What is your 3D card : Radeon / Nvidia ? Have you updated your drivers recently ?
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roll the ball ... unfortunately not as long as I want ;)
YouGroove replied to Alex88's topic in Programming
How monkey ball games works with physics ? because level is not cubes and a complex shape and physics rotation works with the ball. http://www.youtube.com/watch?v=OrDYZXtBNWw It is a camera trick ? Level not rotating, and only ball rotating moving ,and camera following it ? And 3D background rotating to give the illusion it's level platform rottaion lol ? -
Loading prefab by code , im' not sure mass and physics are saved/loaded. Perhaps by code set it's mass and shape after loading it.
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Solved [LE 3.1 Steam] Physics and shape problems
YouGroove replied to codeape's topic in Leadwerks Engine Bug Reports
Seeing your video, yes this is super strange as Character controller should use the cylinder physics and never take account of the model, as the model is just the visual model that just follows the invisible cylnder of character controller. LE3 seems to not like models and physics unfortunatelly (i already reported some similar bugs with models). Could you post your map file ? And i'm interested in your top down controller using mouse ? How do you do that ? Could you post the code ? -
In fact UDK material editor has the advantage of hiddign code for people that do'nt know anything about shader code. Intesad you have block functionnaly with inputs and outputs , any guy can mix them try any connections and see something in the output. The benefit is just creating unique custom shader effect and nono expected ones also. Indeed we can tweak shader code and values and have results, and my question was not clear and more : Could it be possible with some future LE3 Gui or LE3 editor open extensions to create a minimal visual shader editor ? Create some sahder file behind the scene as you add/remove/connect blocks and run the shader file by code to test it ? Anyway this is only suggestion, LE3 shaders (bump/specular , bloom, water, reflection) are the essential ones and most usefull indeed.
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Yep : By code for your game menu graphic options and in the editor to test it directly. Let's wait some time for fullscreen effects to come.
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Would it be possible to make some shader in real time in LE 3 ? With sliders, input values Sliders, Flowgraph style blocks ? I prefer to wait for full screen effects, but this suggestion could be great for Leadwerks 3.
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Developper or not; is just a title, if you need help we will help you could you be a developper or not Terrain tools are so easy, i would say, just try the tools, play with them first.
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roll the ball ... unfortunately not as long as I want ;)
YouGroove replied to Alex88's topic in Programming
About the closed bug related to same game style : So importing a complex model dungeon, would not have it's physics working with the generated shape. Caus any 3D model even the one i used has real volume indeed. Why generate polymesh would not create a volume if your model has voulume ? (Perhaps i don't knwo a lot about LE3 physic file generation i think) Even 3D tiles packs you buy that need complex collision caus they are not simple corridor cubes. About the workaround solution that is good : About that solution, can work for simple shapes, but won't work for example with a complex 3D castel model you can explore. I can't imagine have to reproduce castel physics using BSP when other engines proposes perfect collision with 3D castel mesh even without having to generate any physic File. ----------------- Well let's say we have to do with work around for physics, and let's hope LE3 to grow in the future in that area, the best workflow would be like other 3D engines : - import your model - choose Modle Mesh as collision And that's it anything will collide with the castel even if you move it. I'm aware LE3 highter priority is really elsewhere so i won't insist on that point. (I keep my mni ball game test for the day LE3 will support model collision could it be static or not static) -
roll the ball ... unfortunately not as long as I want ;)
YouGroove replied to Alex88's topic in Programming
Let's launch some new LE3 kickstarter campaign with "Bullet" or "Havoc" physics as first stretch goals -
I just tested in another 3D engine. In fact the mesh surface model is really tiny compared to standard characte rsize. I put mesh collision and the character could work on it without any collision problem. LE3 will need to improve with any Mesh/triangle size like this one it should work and not be so much restrictive.
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[Steam 3.1] Model collision not working
YouGroove replied to YouGroove's topic in Leadwerks Engine Bug Reports
@Rick : Don't confuse what i say with what you think If you need a collision same as your model, yes you will need a Phy file you generate always, nothing has changed. If you just need a box or cylinder for very approximative collision of your model, than you can do it actually in Leadwerks 3.1 by just choosing "Box" or "Cylinder" in physics tab and menu shape. -
[Help] How to move a collection of entities / objects
YouGroove replied to Papa Beans's topic in Programming
@Papa Beans : just make a floor cube, and a small truck BSP cube with a mass. Create a new Lua script with code below and attach it ot the small truck cube, you should be able with UP/DOWN keys to move the small cube. Script.window = Window:GetCurrent() Script.move = Vec3() function Script:Start() self.rotation = self.entity:GetRotation() self.entity:SetFriction(0,0) self.move = Vec3(0,0,0) end function Script:UpdatePhysics() self.move = Vec3(0,0,0) local movespeed= 10 if (self.window:KeyDown(Key.Up)) then self.move.x= movespeed * Time:GetSpeed() end if (self.window:KeyDown(Key.Down)) then self.move.x= -1 * movespeed * Time:GetSpeed() end self.entity:AddForce(self.move.x,0,self.move.z) Time:Update() end -
[Steam 3.1] Model collision not working
YouGroove replied to YouGroove's topic in Leadwerks Engine Bug Reports
Other engines proposes you ot have cube bouding box collision or sylinder for models without having to create CSG and make it parent.This is a basic requirement and it is working in Leadwerks 3.1 You import your model, choose shape : Box, click on "Fit shape" , give a mass and it just works. You don't have to scratch your head creating invisible CGS collision yourself. No the real problem in this report is using a generated physic file and giving a mass, the physic view is ok, but running the game : the model stays in the air. Rick could you try my file example ? A real working example is lot better tha thousand words -
When crouch key pressed 1) Change Height of character controller by code to the new lower height 2) Move camera by code at some speed until camera is at the new lower height And you are in crouched position.
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[Steam 3.1] Model collision not working
YouGroove replied to YouGroove's topic in Leadwerks Engine Bug Reports
I know. But any model should work if you say to the engine : Use Box or Cylinder shape for it's physics. Or the physic list "box,cylinder etc ..." is useless ? Anyway i retested using the generated physic shape and it fails. Here are the tests i made : -Model with "box" as collision setting and a mass : it falls throught floor. -Model with a generated physhape file and a mass : the box don't falls down strangely , it just don't move ? Have you downloaded and tested my file ? ( Let's make LE3 solid on physic base for any game type , not only character controller and BSP level , or let's change to a better physic engine ) --------------- last test with model : - resized model a bit up - removed physic generated file - choosed : "Box" shape - Click on "Fit shape" - And mass >0 Now the model works and collides with floor , strange why did not it worked first time with same settings ? But model bug is present, with a physhape generated file , the models don't fall and stay at same position ? -
I remade a test wit ha cube on areas where collision worked, i mean with less polygon density. And yes in 3.1 the cube passes through with no collision. In fact Newton physics doin't seem to work with planes style objects, and there is serious bugs like no collision with simple models or simple cube collision tests that could make it also can't work for what you want to do unfortunatelly. What was your test ? a simple test ? or did you had a game project behind ?