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YouGroove

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Everything posted by YouGroove

  1. Again i talked about all non C++ users, Lua only users that can't do anything, i suppose we are only too few people asking that feature. Rick talked about some program that compact your game project in one exe file , that could be a good solution.
  2. If only 10 or 15 people ask scene improvment and all other existing LE3 users don't care, i doubt water and performance to become considered before a long time unfortunatelly. Performance is a serious issue, after many tests, prototype game try, LE3 is really bad at performance actually, i couldn't find any work around as the core rendering is too slow even on simple scene. For now like many people i'm just toying in LE3 ( no serious game ) , I'll consider a serious game project with it only when it will become lot better in performance and bring other missing essential features.
  3. Steam Lua LE3 users don't have access to C++ LE3 version. If you will try , tell us if it works without any problem Seems the only possible alternative for LE3 Steam Lua version users if it would work.
  4. Forums are for people that dig deep enought a 3D engine, even on UE4 you will need the forums to find a solution for a specific problem you don't have the knowledge or the good way fo doing it, sometimes to ask a work around for a specific bug or missing feature. (so you never do bug reports then for 3D engines) Strange LE3 really active users to be so small ? so no chances to have enought weight to transform some votes to reality.
  5. I'm very surprised about the votes, the number of people involved is so low. Why all others LE3 users really don't care a lot about features for their 3D engine ?
  6. Without some ecnrypted game publishing functionnality, no one using LE3 Steam edition (Lua only) is able to publish a game. This feature should be a priority, or it seems no one using Lua Steam is considering this version for serious game creation and publishing.
  7. I moved a physic object in an empty 3D scene using PhysicsSetPosition(). As i add more complex scene like some ten trees with shadows and some other stuff , the physics becomes very jerky each time until become unplayable. Could it be possible to have physics in a separate thread ?
  8. This is essential for Third person games or cut scenes or the hero character model, like last Tomb Raider game, you can still resize textures with any painting program.
  9. It will have to become official feature incorporated in the engine like do other 3D engines. Until then, no one using LE3 Steam edition will be able to publish anything.
  10. Too much work, it could cost months to a year to debug and be production ready. Already discussed with Allegorithmic guys, not possible for LE3 today. Too much work it won't arrive in LE3 , you have to pay for NeosisGUI if you want some editor. LE3 needs a too big PC for small game, i think performance should be among the first places
  11. I voted , but many things could have been in first place lol
  12. All C++ links are broken in the WIKI, and there is no Animation tool, ro new collision system articles. I just pointed a communication problem on LE3 tools and features evolving and not documented. Many threads or blogs contains the info , this is on the site not the WIKI until now. For example Collision shapes made in the modeler are now possible, but the info is only on a blog, not documented anywhere else. Same for some coding information about things not documented , that are found in discussions only like animated characters needing shapes collisions for pick raycast. I just pointed that LE3 evolving the documentation and Guide to use tools or features don't follow. I don't need that pinned topics, but it should help new comers to LE3 perhaps, it's just an idea , not a request
  13. Many times some information is not on the official docs or guide but spread in blogs or threads like for example : New collision system, new animation tools, detailled Blender FBX export, Pick collision detection for characters needs hitboxes etc .... So new comers and others don't always find that valuable information like http://www.leadwerks.com/werkspace/topic/10274-world-pick-collision-type-doesnt-work/#entry76792 Why not in programming , art thread make a pinned topic named for example "unofficial documentation" or "code knowledge base", "art pipeline knwoledge" ? Each user could post in it by posting a shortcut to any valuable discussion about important non documented topics.
  14. Yes, i deleted the first terrain of size 256*256 , and made one of 128*128 as i needed terrain smaller to cover a cylinder BPS under it. So it seems a bug if Navmesh don't take account of terrain changes.
  15. Not ideal today , as it will cost too much money to pay that person during a year : dev + bug fixes after release. Perhaps , why not some future kickstarter plan after Linux release officialy finished and some finished other features : In my dreams only some kickstarter named "Upgraded LE3" lol : - New UI for the editor - Plugin system - Physic based shaders - Global illumination system - Bullet or PhysX integration - Network high level layer for Lua and C++ - Official GUI integrated in LE3 Many LE3 users and new people could be interested in some big features and perhaps would make a second kickstarte successfull, this would bring the money to pay specialists in these areas to bring these features.
  16. I agree to some point, this is not incoherent request, and this could lead to real plugins plugged in the interface of the editor. But unfortunatelly it would take too a year to make that happens, and it would just slow down a lot more any new faetures to come. I also would have loved modern interface , but i don't think this will happen. It was a generated pdf some time ago Josh posted if i'm not wrong. Perhaps ask where it is ? We just need templates, that is usefull for beginners to start and learn from Unity via plugin on asset store proposes many complete project template types, perhaps a direction for LE3 in the future. It will be to the community actually to make game templates other then FPS.
  17. Thanks a lot. Until in all Lua code i written , i always used GetPosition(false) thinking it was Global but that's the inverse and it's problematic with child objects.
  18. Thanks macklebee. (It's very informative for character collisions to work using meshes, this should be in some doc) But i already had similar code for and remade a simple test level and the pick is always detecting something ? Can go crazy but i really don't find the problem I put a zip that contains "testPick.map" and the directory "Pick" to copy at base folder of "MyGame" LE3 project. If you have time to test ? pick.zip
  19. I need some raycast like moving lasers, i want it to detect if a character passes by them or if some crate would block them. How to make a working Raycast for lasers in LE3 ? Does someone have some working example ? (i used pick method, but it don't detect anything)
  20. What is your best skills ? coding or 3D art ? About TPS games, and to avoid jittering physics i posted a template example on how to make it : http://www.leadwerks.com/werkspace/page/tutorials/_/artwork/third-person-template-r114 You will need to learn many Blender tutorials, google is your friend.Once your character is textured and animated you can export it to LE3 , it's easy : http://www.leadwerks.com/werkspace/topic/10422-obm-models-into-leadwerks/#entry76674 If you are new to Blender , it will take you some time to learn basic rigging and basic animation. Some example of good Blender video tutorials : http://www.leadwerks.com/werkspace/topic/8671-tutorials-blender-oliver-villar/page__hl__blender Google is your friend also.
  21. No i regenerated the navmesh several times without touching the terrain that is test terrain no real level work. About BSP the main big ones are static and have Nav obstacle "on". What is suprising is deleting the terrain we see the navmesh is broken also ( image below ) . In fact i have a very large cylinder BSP under all the terrain, but the navmesh should consider the maximum height could it be terain or BSP, perhaps this could caus Navmesh generation problem on terrain hills ? I added the simple map, so you can test the navmesh build. navmesh.zip
  22. Once you change things in a level and run the game it is saved. You can onlly re install LE3 to restore them. I mean the FPS demo in LE3 : "AI & Events.map" map , it uses many Lua code. You have the other small maps demos in the map folder also to learn from. I never had that problem,seems a bug perhaps ? Did you restarted LE3 editor ?
  23. Navmesh generation don't follow terrain and don't take account of scene static cubes or BSP level. ( Even increase Max Edg error to 1.5, still same problems)
  24. Good collection It's not possible with LE3, when your run or debug a project your level map is saved. You have many lua tutorials on the Net : Google is your friend. There is many tuts and videos in LE3 site to learn from : http://www.leadwerks.com/werkspace/page/videos?showbanner=0 Than most important game mechanics if you dig FPS demo (FPSPlayer.lua, Monster.lua etc ...). Perhaps you should start with all simple demos Lua code contained in MyGame project step by step.
  25. If you have Lua only and youe are using Windows can you publish a Linux version ?
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