Remember too that you can also rescale in the Model Editor under Tools, Resize using Feet, Meters or whatever else. And as a sanity check, you can compare your scale to models that already come with Leadwerks, like the crawler monster.
Welcome! I've learned a lot by copying code examples from here: https://www.leadwerks.com/learn Forum searches on this site are also very valuable as a lot of issues have been answered. And there are some good YouTube tutorial videos as well.
This probably won't work but I'd try the garbage collection trick: https://www.leadwerks.com/community/topic/15212-improve-load-times-when-changing-maps/
I agree that the user should ultimately decide on what shaders, if any, he wants to use. But I do like that the editor can visualize this for you so you don't have to keep changing lines in Visual Studio and recompile over and over until you get what you want.
Josh, what's the "big surprise" you mentioned here: https://www.leadwerks.com/community/profile/112-rick/?status=10384&type=status (or will that be revealed at the start of the tournament)?
All I could find in the C header was that the first value is linear damping and the second is angular damping. There are a few examples on the forums of people using it.
Ah yes. So an enemy told to go from one side to another would try to go down the middle. And I guess in C you'd have to set his character controller to crouch mode with SetInput once he gets to the area.
Exactly. You would need to code this yourself somehow, depending on what your game needs to do. It would be similar if you wanted a character to climb through a window, for example.