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gamecreator

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Everything posted by gamecreator

  1. But I believe you can run it in offline mode (you don't need to be connected to the internet).
  2. Should work any time after you load the entity.
  3. Does this maybe have something to do with default lighting being generated? If so, how do I deal with that in code?
  4. Any thoughts? Here's the entire project. https://www.mediafire.com/?5ofaakv379y8xi0 I couldn't even guess why there are shadows going toward the light and on the side of the "ground." There's only the ground, the box, the torus knot and the light in the map. And here's the default, unmodified code, should it help. #include "App.h" using namespace Leadwerks; App::App() : window(NULL), context(NULL), world(NULL), camera(NULL) {} App::~App() { delete world; delete window; } Vec3 camerarotation; #if defined (PLATFORM_WINDOWS) || defined (PLATFORM_MACOS) bool freelookmode=true; #else bool freelookmode=false; #endif bool App::Start() { //Create a window window = Window::Create("ShadowTest"); //Create a context context = Context::Create(window); //Create a world world = World::Create(); //Create a camera camera = Camera::Create(); camera->Move(0,2,-5); // camera->SetMultisampleMode(16); // camera->SetShadowMode(1); //Hide the mouse cursor window->HideMouse(); std::string mapname = System::GetProperty("map","Maps/start.map"); Map::Load(mapname); //Move the mouse to the center of the screen window->SetMousePosition(context->GetWidth()/2,context->GetHeight()/2); return true; } bool App::Loop() { //Close the window to end the program if (window->Closed()) return false; //Press escape to end freelook mode if (window->KeyHit(Key::Escape)) { if (!freelookmode) return false; freelookmode=false; window->ShowMouse(); } if (freelookmode) { //Keyboard movement float strafe = (window->KeyDown(Key:) - window->KeyDown(Key::A))*Time::GetSpeed() * 0.05; float move = (window->KeyDown(Key::W) - window->KeyDown(Key::S))*Time::GetSpeed() * 0.05; camera->Move(strafe,0,move); //Get the mouse movement float sx = context->GetWidth()/2; float sy = context->GetHeight()/2; Vec3 mouseposition = window->GetMousePosition(); float dx = mouseposition.x - sx; float dy = mouseposition.y - sy; //Adjust and set the camera rotation camerarotation.x += dy / 10.0; camerarotation.y += dx / 10.0; camera->SetRotation(camerarotation); //Move the mouse to the center of the screen window->SetMousePosition(sx,sy); } Time::Update(); world->Update(); world->Render(); context->Sync(false); return true; }
  5. I'm using 3.0 and was wondering why dynamic lighting and shadows seem ok in the editor but are non-existent (or different) in code (unaltered template code that comes with a new project). Below are screenshots of the editor and running program. I'm sure I'm missing something simple. I tried a few camera commands (documented and undocumented) but no luck so far.
  6. The usual answer to these types of questions is: it depends. But look here http://www.turbosquid.com/Search/Index.cfm?keyword=tree and compare your type of tree with ones they have.
  7. http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entitysetcollisiontype-r35 There's a Lua example for it.
  8. That's assuming you create them, of course, as opposed to buying and/or downloading them.
  9. Naturally the greedy answer is that it would be nice if it took either. But I certainly wouldn't make that a high priority.
  10. Images can also be uploaded via external hosting programs and then shared here.
  11. I don't think there's a limit. And I believe the forum software creates a thumbnail.
  12. Depends on what you need. But the Steam version will have some things the non-Steam version won't, like Workshop support and obviously Steam integration (I believe for connecting to friends, etc., but I'm not 100% sure about this).
  13. Same. I know it would show him clear interest in either or the other but that's biased as he promised more features for Steam.
  14. Would definitely be useful. There's a partial solution of importing a raw file you create to change the initial height but that's not really ideal.
  15. I don't really follow card trends either but your mention of graphics charts reminds me of what I do first when I shop for a card - check here: http://www.videocardbenchmark.net/high_end_gpus.html The 6850 is on there. Not near the top but not near the bottom either. I guess my question would be how everything performs for you. For example, if you're comfortable with 30fps and you're getting at least that on most games (if you play), it sounds like you're fine for now.
  16. Congrats. Looking forward to my Steam code (I assume that's being emailed at some point for those who opted by email for Steam instead of standalone).
  17. The idea of a small level with a goal or objective is vague enough to appeal to most people, I think. I'd be tempted to participate once the 3.1 Steam version is released to get up to speed with it, even if I don't submit anything. I don't know if I'd suggest a recurring contest due to the lack of numbers/particpation.
  18. You could do this with 2D but the lines will be drawn on top of everything.
  19. Same. I think it involved seeing characters behind walls (x-ray vision).
  20. Ha, Spelunky - great game
  21. Agreed. And auto-assign based on editor's guess of model type based on materials and if bones are present.
  22. An upfront payment with no royalties is a strong selling point. And I doubt Leadwerks is ready to lose more users with yet another drastic change. If people want to pay monthly and pay royalties, they have that option. If they don't, they can come here.
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