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Everything posted by YouGroove
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Strange the camera is just created from editor. But running the game , each time the camera jumps and dno't stop flying high ? Here is the simple map to test :
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Strange the camera is just created from editor. But running the game , each time the camera jumps and dno't stop flying high ? Here is the simple map to test : mapBall.zip
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Could you post a map and minimal example and code for us to test please ? Perhaps you have wrong physic settings what can happen also ?
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Let's say you have ennemies at screen and player and 3D effects on, if you wish ot save axect position , animation, state of each ennemy, player etc ... this is lot of work. Just do like Uncharted 3, Halo 4, GTA5 and use checkpoints.
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roll the ball ... unfortunately not as long as I want ;)
YouGroove replied to Alex88's topic in Programming
@DudeAwesome : Caus LE3 Sphere have bad UV mapping and you can't change it. I tried to make same game using BSP, even using Lua SetRotation, its was a pain and didn't succed to create such so easy game (LE3 will need some BSP physics and child physics revamp) I'll try a model to see if it works better. ---------- You can find the table level included. How ot test : - Create a new project -Download table level FBX and dezip it - Generate Physhape for FBX model and choose this physhape under physic tab - make a BSP ball above it - From editor place a camera to see table level and ball - create a new script with code below and attach it to the ball - run the game Here is the code for rotating the model table, but nothing happens ? Script.window = Window:GetCurrent() Script.rotation = Vec3() Script.rot = Vec3() function Script:Start() self.rotation = self.entity:GetRotation() self.rot = Vec3(0,0,0) --self.entity:SetGravityMode(false) end function Script:UpdatePhysics() local turnspeed=2 if (self.window:KeyDown(Key.Up)) then self.rot.x=self.rot.x+turnspeed*Time:GetSpeed() end if (self.window:KeyDown(Key.Down)) then self.rot.x=self.rot.x-turnspeed*Time:GetSpeed() end if (self.window:KeyDown(Key.Right)) then self.rot.y=self.rot.y+turnspeed*Time:GetSpeed() end if (self.window:KeyDown(Key.Left)) then self.rot.y=self.rot.y-turnspeed*Time:GetSpeed() end --self.entity:SetRotation(self.rot.x,self.rot.y,self.rot.z) self.entity:PhysicsSetRotation(self.rot.x,self.rot.y,self.rot.z,0.5) Time:Update() end -
Save agme, i would recomend save checkpoint to really make it super easy. About menus, a real GUI system is missiing in LE3 a lot, but there is some stuff and tutorial made by Agrorr : http://www.leadwerks.com/werkspace/files/file/456-flowgui-free/ You can begin by that or learn form it. For menu you can choose the old simple way : 3D Cubes with text or 3D text with box collision, when mouse position and raycast hit a cube you just change it's color and launch the item menu (save.,load,new game ...) if player right click on mouse.
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Perhaps better ot use save points to make things easy, only checkpoint is saved, could you win or loose battle you'll restart at the check point. It's a simple 3D model with a script that will write map name and checkpoint name (i suppose the map to have several checkpoints) on a file. Yep, this is what i lobe in Leadwerks 3, Lua simple easy language, to make all gameplay, without needing C++ or compiler.And attaching script to objects gives you unlimited possibilities.
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It's all in the posts, just read them again Switch to pistol and play pistol animations, switch to rifle and play rifle animations , that's all. Post your weapons and animations, if you want us to take a look and make some basic weapon code changing.
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roll the ball ... unfortunately not as long as I want ;)
YouGroove replied to Alex88's topic in Programming
This is a ball game , physics should work as the ball don't move at incredible speed. LE3 has some problems with physics, this can be related to that bugs perhpas : http://www.leadwerks.com/werkspace/topic/8199-collision-problems-on-imported-fbx-mesh/ Or another : http://www.leadwerks.com/werkspace/topic/7873-simple-collision-physics-not-working-on-model/ Could you post your models for us to test please ? -
5. This is like illumination shader (Tron effect style) Lot of shaders code exist on the web about that, just would need some shader expert to port it to Leadwerks 3.
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I don't ask you to make it Rick, but it would be great to have TPS character Lua script using mouse in your list as a reminder. A script to attach to a character ( not something included in App.lua ).
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So how to optimize Crawlers frame rate drop down when they become active ? Lua script ? Less Navmesh call in Lua script ? Or is this related to something else ? How can we have 20 crawlers without so much frame drop ? For graphics the answers are simple : model LOD , shader LOD , shadow LOD , animation LOD ... For AI and code i don't know ?
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No a game demo, don't show if you will be able to use LE3 Editor and tools, if you are able to import your models in Leadwerks 3, if you will be able to work with some editor bugs etc ... It's different playing a game, and working hard with a 3D engine
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In fact this bug seems similar to one i had : http://www.leadwerks.com/werkspace/topic/7874-model-collision-bug/ I would like to see if it is Newton 3 related or LE3 or other problem ?
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+1 Lot of gamers like a lot simple controller like XBox 360, specially with all indie and arcade games. Simple but effective. Not all people will buy a SteamController (beware of Ouya effect). If someone could make a lib or something that could be used in Lua would be awesome.
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Optimisation : LOD settings for lights , shadows, characters
YouGroove replied to YouGroove's topic in Suggestion Box
Yes in the demo too much Lights are drawn , but only few visible, also Navmesh i think takes lot of CPU power, some optimisation could be : No navmesh calculation if the crawler can see and reach the player using raycast or other technique. Texture projection is one thing that will save lot of GPU power, used for FLash Lights, or some Fixed Lights (Doom 3 used that a lot) Yes such clever techniques and tricks like that that will save lot fo GPU, after that it will be to the user to make a game using full lights and big hardware requirement, or use other cheap techniques doing as well with lower hardware. The demo level is small, it's a great demo, but no so increadible, in my PC i would expect 60 FPS for such simple demo level. But Deffered, and no optimisation eat all GPU. I can code my own optimisations in Lua like : - number max of lights active at same time near camera. - shadow activated only on nearest objects - Combien navmesh and raycasting to avoid calling navmesh continuously - Perhaps some LOD system ? Would be better and more efficient indeed if inclued in LE3 core system. Shaders quality could also be some option in the engine like in some games. Better shader and lightening or more simple one for faster game. LE3 is doing really awesome in deffered lightening and other stuff and what is incoming. But I really optimisation and new techniques (LOD model , LOD Shadow, shadow quality, shader quality, texture projection etc ... ) will become part of Leadwerks 3. -
but honestly, people dish out $60 for video games without a money back option. +1 I think a demo would be nice, but currently there is none. I agree some people even myself will never buy any software before downloading and trying it, to see if it really suits my needs and if i like it. LE3.1 should really make a demo.
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Also collision detection breaks at higher speeds. Yep this can be an issue actually, i made some FZero style prototype game, cube moving at high speed go throught walls, with LE 3.0. Need to be tested in 3.1.
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@Christian : Yep Leadwerks 3.0 will have afinal release with no more bug fixes, even if you find new bugs after some days or months. I would recommend avoiding such version that will become obsolete. For low graphics and simple games, better use open source engines, or free ones, than Leadwerks 3.1 that requires OpenGL4, as Leadwerks 3.1 is dedicaded to "BIG" graphics features. @AwesomeDude : Nope, in one year LE3 has changed form 3.0 to 3.1 with lot of new stuff like terrain and tools , OpenGL4 , editor revamped ... About incomplete, i could say the black missing points are mainly : - No GUI system (for HUD,inventory, Dialog system ...) - Fullscreen effects (hdr, bloom, color correction and tone , DOF, SSAO) - Grass/trees for terrain The base All depends on your game type that can need less or more features (top down RPG, outdoor FPS, indoor FPS , adventure game etc ...) The new base is here, you can make games already (FPS demo, Drakness old demo). For bugs, you can avoid them by using clever ore replacement solution , but that two demos just show you can make a playable game free of bug problem.
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My hardware is not the problem : Radeon 6700 series. I run games like GTA 4, Assassin Creed 3, Borderlands 2 , shader eye candy MMo test, smoothly with many stuff and characters at screen and good effects. This is just the demo when crawlers become active the FPS drops a lot ( i'm aware Leadwerks 3.1 is not multi million engine you have to pay like UDK or Betesheda Skyrim engine) . I think Pathfinding could be deactivated/or calculate navmesh less frequently by using simple raycast and distance system, and only use navmesh when really needed.
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LE 3.1 Crash loading FPS demo level. I changed some values and put in crawler target script slot : Player It's at map loading that it crashes Could it be possible to have the engine loading the map and not verifying or lauching scripts attached to entities at map loading ? (I just deleted the testmap to have LE3 beeing able to work and be able to choose a new project or map)
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didn"t find it in LE 3.1 , it is possible actualy to have joystick ? Would be great to support general joystick and Xbox 360 one .
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Some missing LE3 scripts : Darkness TPS script was not natural enought using four keys for direction, but good for Bomberman style or same puzzle style games - TPS camera script : script attached to a camera A simple script to attach to a camera like in "darkness" old demo, that follows player and that rotates as player rotates (a simple code without obstacle raycast system) - TPS character script : (Attach script to player) Allow to rotate player as you rotate the mouse , left/right keys si strafing, up/down keys to walk forward or backward - TPS MMo/RPG camera script : Like previous + * Left mouse button pressed becomes free camera look, if you have character walking it will follow your camera direction * Release left mouse button , and pressing forward or backward to make character walk, the the character will go and follow the new mouse direction -Windows : Xbox 360 Joystick character control This is reminder notes, i'll see if i succeed makign something ( maths are not my cup of tea ).
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If you have some particle effect or smoke, you see the Zbuffer edge on the floor. Would be cool in some future version to have a "soft" smoke effect or particles without a visible Zbuffer edge on floor.