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Everything posted by YouGroove
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Leadwerks 3 "How do I ____?" Questions and Answers
YouGroove replied to Chris Vossen's topic in Programming
Awesome handfull new shader I have some problem to understand that bit of code : function EnemyForEachEntityInAABBDoCallback(entity,extra) if extra.goblinai.target==nil then if extra~=entity then if entity.player~=nil then extra.goblinai.target=entity.player end end end end What is goblinai ? the name of script file ? target is the global variable in this script instance ? Why having all that tests why not directly do : extra.goblinai.target=entity.player caus extra will always be an entity passed throught the function ? -
Thanks , it will help a lot.
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Great. Thanks
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@BES : That's what scares me about LE3 I hope we will see OPTIMISATION in top priorities. Well it's a beta, and it's hard to define in hat state should be a beta also.
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Use LUA
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Does anyone uses Blender for characters animations ? I use Blender and export to FBX, as i have one Action in Blender containing all animations it is not very good for LE 3 model editor that use one action per animation. So it means i must make one new action per animation in Blender before exporting ot FBX ?
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Let's talk about actual stuff that could be better. Could the 3D Gizmo be bigger in pixels and with bigger 3D models ? it's so thin with 3D lines, that it's hard to catch sometimes on high res. We should have 3D circles for rotation Gizmo, it talks lot more than axes, il oose time with axes thinking on what axis i must choose to rotate on a direction Could the detection be lot more precise when we select two axes on the gizmo ? (the yellow square for the two axes only appear when we click near end of the limit squarre and it should appear when we click anywhere inside the squarre) So 3D Gizmo or bigger pixel lines gizmos would be better i think. . Another amelioration for BSP (even if im' not sure to use it for levels ?) : The texture that will be applied when creating a new BSP model should be visible somewhere in some window panel or in menu bar, not the name only , but the texture itself even if scaled down to some big icon size
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I hope a new functions like getFPS() will appear in future ?
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Yes i hope optimisation will be considered (perhaps BSP stuff produces too much entities also). There is no dynamic lights or particles or HUD running, it should keep a constant good frame rate ? I think you must search on google for C++ open source libraries for the GUI system.
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I re launched the editor ,and same message ? What is going on ? Does LE 3 requires internet to launch the debugger ?
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LeadWerks Engine 3 cannot see/purchase
YouGroove replied to HeadClot88's topic in General Discussion
@GameCreator : Ouch , bad news , after performance issues, now it's you pointing NavMesh .. im' disappointed as i counted on NavMesh for some player following. Have you reported that to the Bigs thread ? i see nothing ? I hope future updates will bring up quickly essential game making stuff : - GUI editor or just new GUI system - Particle editor -
From what i tested : You have only one FlowGrpap view for your whole project. You can drag and drop object having script on the Flow Grap, and can create bindings. I think FlowGraph just display what scripts you binded in your level by using the FLowgraph tool.
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Yes Josh is very buzzy, so it's just a remark for future evolutions fo the forum. Will it be new LE 3 forum threads ? scripts, tutorials ? As LE 3 is i think very different from LE2 in many ways, threads should not mix LE 2 and LE 3 stuff ? For example NavMesh is great feature for advanced AI , but i would like to disbale it and have some simple AI script that would follow the player and slide against obstacles as much as possible and would stop when player would be nor more visible i nsome way.
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I re tested on my Laptop : Unity Ungry Bots : Shader glow and reflective on level structures , real lights , particles etc ... big level and entities : super smooth some 100 FPS on my poor Laptop. LE 3 : level more little , no effects like particles, no dynamic lights , i see some struggle in the frame rate or some non sync , Some times i think it can be some good 50-60 FPS some times even when starting the frame rate seems like 25-30 FPS not very smooth and it's like there is some struggle in background provoking some delay in iame displaying. I think it can some from the NavMesh background thread or other script launch perhaps ? When a goblin script starts when the player comes near ? Perhaps in C++ these problesm will disappear ? It's not to play the bad consumer as i like LE 3 Workflow and stuff, but things are what they are and yes Unity is really well optimized, and i think it's price is also very well deserved. ********* I stay objectove , caus i'm not fan of any engine, i like them, they allow me to try to make a game some day perhaps. So this is only about a test i made i never and it can only motivate Josh to go further in optimisations. You can't compare a team of programmers project and one man project also. The prices are not the same also, actually LE 3 is more advantageous if you don't target ultra FPS. I just think if prices will evolve it would be better to not go crazy like the first prices announcements I think LE 3 will have good ideas for future updates we can pick elsewhere. - Some little window stats when running the game - The game running in a window inside editor ? Well LE 3 already shines compared to some other indie engines on super new workflow, BSP in editor, lightmapping, let hope optimisations will come ? If deffered lightening will keep a constant FPS could it be using Lua or C++ than it will be good indeed. ****************** It was a test only. Now let's make good models and textures , let's dig Lua and i htink C++ , and let's make some Android LE 3 game
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Is there a way to display FPS in the level example in LUA. I should try to test some pathfinding in complicated level could be interesting for some "Uncharted" like game.
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Perhaps some memory leek in Lua ? I will do mobile games without using Navigation if we can, just some : "See and seek player within a distance" It's good thing the engine to run fine on Low Hardware. I hope Josh will keep these low settings, and whe nading eye candy stuff and shadows, all that will be optionnal or could be disable by programming or in the editor ? The goal is to be able to deliver PC games for very low specs. @BES : I think you are right, i just read quickly some stuff on guides i didn't dig anything.
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Ok i got animation playing. Well i'll do with it and try to understand Lua script, but here is my feelling on LUA : It takes lot of code if we consider "Player.lua" , "animationManager.Lua" As AnimationManager.lua is for every animated character should it not been in the libraries compiled in C++ for more speed ? Why does it makes sense to keep it Lua ? I thaught also on some hight level functions : - RotateToPlayerDirection(speed) - MoveToPlayer(speed) Well perhaps it will be to us to make them and perhaps put some Lua coding in C++ libs ?
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Thanks adding AnimationManager it worked It just crashed if i used my custom character having only one animation , it must be normal. (I will try later on custom character)
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Just added character controller, but nothing ? could you try to do the same ? And it's confusing : character controller in physics , i thaugh script was driving totally the character, but in fact not for physix part.
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Just deleted barbarian from scene Added barbarian to the scene Clickes on "new scrip" Choosen "Player.lua" I launch the scene , nothing happens ?? what step could i have missed ?
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And perhaps some of us will make them , but little tutorials would have been better than a complete game i think. like : - simple character movement control for PC games with static camera (no sounds, no attack or other stuff only the essential) (there are Lua stuff i don't understand and i'll have to dig) - simple camera control - simple collisions tutorials etc ... Caus i can't reach to animate my custom FBX model with Lua after modifying script "Player.lua" it has the animation calls, i see animation in the model editor, but nothing at game startup ? So yes litlle tutorials will help lot more than docs in some cases For offline docs, i htink there is tools to generate it from actual site docs in some clicks ?
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I would say , buy it, it's like CrowFunding, but you have some product instead of nothing. You'll help developp Leadwerks 3.
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Will we have PDF or other CHM formats for documentation to download ? When lauching LE 3 we have the links, but an offline would be faster to consult and better.
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Baught It's more than 200$ , but because we don't necessarily need to use C++ with LE 3, it's a good package. Let's hope to see adverts next days everywhere about LE3 , more youtube videos (demos and tutorials) ? Perhaps a limited Free version (teenagers and kids even make complete games, tutorials ,scripts), so forums growing faster , more contributions ? It's bright and growing future after seeing the script system, and today smooth/fast workflow
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Thanks i found it. And i see some great Unity inspiration (visual camera and character binding)