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Everything posted by gamecreator
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Great to hear, especially about the documentation. I really hope the docs have a simple C example of the realistic vehicle. Maybe also worth adding a vehicle template to the project manager.
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Will Leadwerks Instance Models In A Scene?
gamecreator replied to gamecreator's topic in General Discussion
Good to know. Thank you. -
https://www.leadwerks.com/community/topic/15469-create-custom-collision-types/?tab=comments#comment-103607
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Good thought. Here's the most recent one that didn't give me an error: http://web.archive.org/web/20150426173346/http://www.leadwerks.com:80/werkspace/page/documentation/_/command-reference/entity
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Yeah. The old documentation was much more clear about this. The Entity page used to have them in separate sections.
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While this won't help with debugging or why it's crashing, I thought you were supposed to use physics commands for physics objects, like SetOmega.
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See if either of these help: https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_Camera_SetMultisampleMode https://www.leadwerks.com/learn?page=API-Reference_Object_World_SetLightQuality
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Thank you. I switched my initial code to DirectionalLight* light = DirectionalLight::Create() and it allowed me to access that member. I suspect there's a way to make it do it just with Light *light but that's above my head right now. shadowstagerange[0] was 6.0 by default and once I bumped that up, the shadow stretched further out. Code for anyone curious: DirectionalLight* light = DirectionalLight::Create(); light->SetRotation(35, 35, 0); printf("Default [0] value: %f\n\n",light->shadowstagerange[0]); light->shadowstagerange[0]=40;
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Probably a very simple question but if I have Light* light = DirectionalLight::Create(), how can I access shadowstagerange[4] via C++ code? I have some shadows acting weird and I think this could help, per Josh's suggestion here: https://www.leadwerks.com/community/topic/12573-directional-light-cast-shadow-distance-and-camera-zoom-important-issue/?do=findComment&comment=90577 If anyone's curious, this is what I'm looking at (shadow cutting off suddenly in a side-scroller). I already tried camera->SetMultisampleMode(32) and world->SetLightQuality(2) and setting various light ranges but nothing helped. Moving the camera left or right moves that edge left or right. If I move the camera closer, it doesn't change anything but if I move it back, the shadow gets shorter, so it's tied to the camera and/or light somehow.
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The responses I've seen before are to use less triangles per character, less bones per character (for example, if you don't need finger bones, don't use them), lower lighting/shadow quality, shorter render distance, etc. I suspect you already know and probably tried all of these but just throwing these out there. I think there may also be other threads that discuss optimizations. Also, some people (I think Jen is one but I could be wrong) are using their own custom character controllers. Edit: this thread may also help: https://www.leadwerks.com/community/topic/16265-moving-characters-performance/
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Will Leadwerks Instance Models In A Scene?
gamecreator replied to gamecreator's topic in General Discussion
Thank you for the post. I prefer to use Max simply because I'm faster with it and it has more features, like being able to move vertices. I have no problem with replacing models by looking at the entity names. I'm just curious if this optimization is needed at all. Worst case I can set up a test scene and compare the performance but Josh could just say either way. -
Will Leadwerks Instance Models In A Scene?
gamecreator replied to gamecreator's topic in General Discussion
I'd still love an answer to this, if someone knows (Josh?). Will Leadwerks instance/optimize models within a single FBX scene or do I need to do it myself? -
2D Sprites in 3D world (Leadwerks suitable for this?)
gamecreator replied to Josh_727's topic in General Discussion
Any time. I think that's the right way to go but I know next to nothing about shaders. Good luck! -
2D Sprites in 3D world (Leadwerks suitable for this?)
gamecreator replied to Josh_727's topic in General Discussion
First thing I would do is a stress test to see how Leadwerks handles hundreds of sprites at once, like a town scene with a bunch of characters animating and maybe a forest in the back (trees, bushes, grass). Should be no problem but I don't know how optimized sprites are. -
Oh, if you want it to be a physics body that flies and spins by itself, you can just use the physics commands like AddTorque. https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_AddTorque Check out the other entity commands here: https://www.leadwerks.com/learn?page=API-Reference_Object_Entity
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Turn? https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_Turn
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..... animated textures/materials.... ???? (I happen to have this very much on my mind right now because I'm trying to figure out the best way to do hit effects and such for my platformer.)
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Pretend I create a level like this in 3DS Max: If I export this level as a single FBX, does Leadwerks recognize that the boxes (and grass and whatever else) are exactly same and automatically instance/optimize them? I assume the answer is no as this is a very special case but just curious. And if not, is there an easy way for me to optimize this myself? As I type this out, I figure I can just go through all the entities, remove the boxes and re-create/position them and that would probably do it.
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You can also optionally use the programs in the Tools folder but I haven't done this much and don't know if they have any limitations.
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There is no Steam independent version. To use the editor you'll need to be logged into Steam (but I heard you don't need to be online). But once you have a project created you can code all you want without Steam at all.
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Thanks. So far so good. No unexpected snags or other weirdness. Feels really good to be at this point.
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Redoing my platformer from scratch using my own "character controller." Ladders and moving platform are finished. Placeholder graphics. I did tile-based collision in my last project but this one uses rectangle collision so the ground can be any dimensions. Makes the process from Max to Leadwerks pretty smooth.
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Hey! Welcome back!
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GUI Commands Meant To Be Cumulative?
gamecreator replied to gamecreator's topic in General Discussion
Fair enough. I guess the GUI system is a little too complex for me for the time being, especially with no C examples in the docs to work off of. I'll stick to doing my own but thank you for the info. -
GUI Commands Meant To Be Cumulative?
gamecreator replied to gamecreator's topic in General Discussion
What do you guys mean by a script? I'm not using Lua so I don't even know where that would go or what that would look like. I could try adding Redraw. That sounds like it could help. And yes, I was intentionally working with textarea as I wanted to try adding lines too.