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Everything posted by gamecreator
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These will likely not be introduced in 4.x. From previous discussions, it sounded like a lot of work to alter the navigation system. For that matter, same goes for dynamic navigation, where you could open a door and the nav mesh changes.
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I get that error for 4 of the 12 games on the first page (logged in).
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It doesn't need to be everyone. I'm sure they've crunched the numbers of how many people have a good enough bandwidth, how many locations across the U.S. or world they would need to set up (so that latency is minimized), how many people would actually pay for the service to cover their expenses, etc. etc. Not to say that they can't be wrong and it fails anyway but it's safe to say they have the numbers. It used to be that people doubted things like Netflix would work out because people didn't have the bandwidth for that either. And it became immensely successful. Similar with YouTube 1080p (and 60fps and 4K) streaming, Twitch, etc. The world is rapidly changing for the better in this respect and it's not gonna slow down. More and more people will try to make dramatic things work that we couldn't have imagined even just a few years ago.
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I'm not a Linux user so I don't think I get a vote but yeah, if it's just work and makes next to no money then I guess there's no point. I'm surprised you're considering still supporting it in Turbo, unless it's really that much less work. And I say that as someone who bought Leadwerks for both iPhone and Android (and a Nexus pad for development) and was initially very disappointed by its discontinuation.
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Unfortunately, SetRotation is designed to not always put you at the angle you specified. I don't know why but this is an intentional design choice. You can look up gimbal lock on these forums for a workaround. (To be fair, I didn't look at your code so I'm not sure if it's incorrect but yes, SetRotation has issues.)
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Material Files Don't Show
gamecreator replied to gamecreator's topic in Leadwerks Engine Bug Reports
Ok, feel free to close this then. I'll retrain myself to copy files over once the editor is already open. Not a big deal and thanks for looking at it. -
Related followup questions: Say I move 100 vertices. When do I call the following two functions? ((Model *)groundmodel->GetChild(0))->GetSurface(0)->UpdateAABB(); groundmodel->UpdateAABB(Entity::LocalAABB | Entity::GlobalAABB); 1. Is it OK to only call both of those at the end or do either of those need to be called after every SetVertexPosition position call? 2. Are both calls above correct? In other words, does the first one need to include GetChild and the second one doesn't?
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Ah, of course. Simple mistake. Thank you Josh.
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Attached is the model file and below is the full code. #include "Leadwerks.h" using namespace Leadwerks; Model* model; int main(int argc, const char *argv[]) { Leadwerks::Window* window = Leadwerks::Window::Create(); Context* context = Context::Create(window); World* world = World::Create(); Camera* camera = Camera::Create(); camera->SetRotation(15, 0, 0); camera->Move(0, 0, -2); Light* light = DirectionalLight::Create(); light->SetRotation(35, 35, 0); // Create a box at 0,0,0 for reference Model* boxmodel = NULL; boxmodel = Model::Box(); boxmodel->SetPosition(0, 0, 0); boxmodel->SetScale(0.1, 0.1, 0.1); // Load ground model model = Model::Load("Models/ground.mdl"); while (true) { if(window->Closed() || window->KeyDown(Key::Escape)) return false; if(window->KeyHit(Key::Enter)) { // Print vertex coordinates for(int i=0; i<((Model *)model->GetChild(0))->GetSurface(0)->CountVertices(); i++) { Vec3 vp=((Model *)model->GetChild(0))->GetSurface(0)->GetVertexPosition(i); Vec3 vg = Transform::Point(vp,model,NULL); printf("local vertex %d: %f, %f, %f\n",i,vp.x,vp.y,vp.z); printf("global vertex : %f, %f, %f\n\n",vg.x,vg.y,vg.z); } } Leadwerks::Time::Update(); world->Update(); world->Render(); context->Sync(); } return 0; } And a screenshot: The created white box is at global 0,0,0, as is supposed to be the vertex it's over. (If I move the box to the right one meter, it will be on the other "grid" and over the next vertex.) But the following is the output. The global vertices are supposed to be at top row: (-1, 0, 0) (0, 0, 0) (1, 0, 0) (2, 0, 0) bottom row: (-1, -1, 0) (0, -1, 0) (1, -1, 0) (2, -1, 0) Models.zip
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Can someone please tell me what's wrong with my code? // Print vertex coordinates for(int i=0; i<((Model *)model->GetChild(0))->GetSurface(0)->CountVertices(); i++) { Vec3 vp = ((Model *)model->GetChild(0))->GetSurface(0)->GetVertexPosition(i); Vec3 vg = Transform::Point(vp,model,NULL); // Tranform local model coordinates to global?? printf("local vertex %d: %f, %f, %f\n",i,vp.x,vp.y,vp.z); printf("global vertex : %f, %f, %f\n\n",vg.x,vg.y,vg.z); } The above prints the same coordinates for both local and global even though I know for sure that they should be different (I placed a box in the scene at 0,0,0 to confirm). It's the same if I switch the model and NULL parameters.
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Glad I could help.
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https://www.leadwerks.com/community/topic/16617-split-animations-not-working/ https://www.leadwerks.com/community/topic/16258-blending-two-animations/
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I may not understand the problem properly but feel free to close this.
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I defer to you on this. Not sure at all what could be causing it. Maybe scaling it another time in Max and importing it a third time could prove something one way or another.
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Files attached. Instructions to reproduce: Copy map to Maps folder and copy stone folder into Models folder. Open editor and open map. You should see two balls with their collision mesh roughly fit properly. Copy other stone.FBX into the stone folder (the one where the stone and its collision mesh are scaled up), overwriting it. The collision meshes will instantly grow but the balls won't. But if you look at it in the model viewer, the ball and collision mesh are still the same relative size (both should be scaled up together). It's a little late here so let me know I'm not describing this clearly. resize_bug.zip
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Strictly numbers; SetRotation and GetRotation not matching.
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Odd, especially considering that I didn't rotate the model in either Max or via code. How could it consider the model rotated by default? Is this another default Max setting thing? Also, what's an equivalent function for global use where the rotation of the model is irrelevant? I was trying to make a Worms-type game where I raise vertices to make hills.
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I don't follow. If you SetVertexPosition(0, 0, 1, 0) a vertex, shouldn't that put that vertex at 1 above (Y component) the world origin, no matter what?
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Character Controller Bugs
gamecreator replied to gamecreator's topic in Leadwerks Engine Bug Reports
This is probably an easy one to fix: https://www.leadwerks.com/community/topic/17034-material-files-dont-show/ Also, these two are character controller related as well, if you want to tackle the same type of stuff together: https://www.leadwerks.com/community/topic/16198-character-controller-bugsproblems-in-beta/ https://www.leadwerks.com/community/topic/15933-character-controllers-jump-height-bugged/ -
particle emitter physics
gamecreator replied to tipforeveryone's topic in Leadwerks Engine Bug Reports
Mostly just a guess but I think the higher the speed of something, the more likely it will tunnel through an object. You can try to counteract this by making your ground thicker. -
We can do auto in 4.6 now?
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He's using Pro so C++, right? In his defense, the Widget and GUI documentation sections still don't have a single C++ example to go off of. Should I submit that to Bugs forum? That said, it should be very possible to handle keyboard and mouse input with Leadwerks using the Windows commands here: https://www.leadwerks.com/learn?page=API-Reference_Object_Window You can also draw your own buttons by using DrawImage.
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Seems like that would make sense. I'm going to compare this file to another one I also created in Max that imported fine. Edit: you're right. I created a custom shape a few days ago that was in meters and I swear I didn't change any settings (I don't even know where they are). Maybe I opened another file before that and File->Reset didn't/doesn't change the scale? Can be closed. Sorry. Edit 2: anyone else that comes across this, go to Customize, Unit Setup, then System Unit Setup button to make sure you're working in the right scale. You don't need to resize anything, changing that setting seems to export correctly afterwards.
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I exported the attached FBX from Max. On importing into the editor, it gets shrunk down greatly. The attached FBX is simply a right triangle which I created with vertices at 0,0,0 0,1,1 and 0,1,0. If you open the FBX with a text editor you see the points represented like so I don't know why it's off by 0.5 but whatever; the triangle is 1 wide and 1 high, just as I created it in Max. However, when I import it into the Editor and then run the code at the bottom of this post, it prints the following: Any idea why? Seems like Leadwerks shrinks it to 1/100th of its size for some reason (you can't even see it in the Editor Model Viewer (which I guess could be another bug report since the Viewer doesn't zoom in properly)). #include "Leadwerks.h" using namespace Leadwerks; Model* model; int main(int argc, const char *argv[]) { Leadwerks::Window* window = Leadwerks::Window::Create(); Context* context = Context::Create(window); World* world = World::Create(); Camera* camera = Camera::Create(); camera->SetRotation(15, 0, 0); camera->Move(0, 0, -0.3); Light* light = DirectionalLight::Create(); light->SetRotation(35, 35, 0); model = Model::Load("Models/triangle.mdl"); while (true) { if(window->Closed() || window->KeyDown(Key::Escape)) return false; if(window->KeyHit(Key::Enter)) { // Print vertex coordinates for(int i=0; i<((Model *)model->GetChild(0))->GetSurface(0)->CountVertices(); i++) { Vec3 vp=((Model *)model->GetChild(0))->GetSurface(0)->GetVertexPosition(i); printf("vertex %d: %f, %f, %f\n",i,vp.x,vp.y,vp.z); } } Leadwerks::Time::Update(); world->Update(); world->Render(); context->Sync(); } return 0; } triangle.FBX