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Everything posted by klepto2
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So the company name is inspired by a brewery in Siegen,Germany or the one in USA?
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0.5 seconds^^
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As you're using c++ you should have access to the lower members of the model. There should be a vector (or smth. like that) containing the surfaces. In theory you should remove them from there and then a call of model->Update should do the rest. I can't tell you the correct member in the model class, as i have no access to the headers at work, but i would suggest to look into the headers yourself. I found a lot of knowledge about the engine-internals just by studying the headers.
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physic particles for me are particles reacting to physical shapes (collision etc.) Your explanation makes your request obsolete as LE3 is capabale of this from the beginning: less than one minute in LE3 = fontain: mass with pysics can be a simulated with negative velocity.
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Something old? Not. real physic particles are heavy to calculate and just yet really usable with cuda or other gpu processing. did you even notice that the video you posted is 2d and not 3d? I would suggest to focus on refining current features and adding things which where already included in LE2.x
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It looks to me like you're using the fpsplayer prefab which comes with the Leadwerks Editor. If thats the case, then the generic model gets deleted because it is just a dummy used in the Editor to visualize the position of the controller. In the real game it is not needed and so it gets deleted as soon as the script is loaded.
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As you all may know i have played a lot with the postprocessing feature currently implemented in Leadwerks 3.1. I have to admit Josh was right with implementing them in a stack. But with everything which seems to be easy at first i found some issues which in my opinion need to be adressed. the glsl and lua shaders are nice, but i think a small envelope object for a postprocess might be needed. you can add additional information like a dictionary of shader or script variables which can be accessed and modified from outside [*]the AddPostProcess should at least return an index but better the previously mentioned envelope object together with an index. Add methods to add Posteffects at a specified index and AddFirst and AddLast Helps to manage posteffects which are essential to be rendered at first/last [*]Something which might be hard to maintain, but might be useful for workshop effects and others Add a global buffer dictionary maybe with some naming convention based on buffer usage, size and pixelformat Currently all posteffects with identical buffers would need to create them on their own which leads in unneeded rendering and texture memory [*]A general addition mostly related to (in my case) to posteffects would be a way to add layers of worlds to the editor, eg for volume fog primitives or water regions. Why? Currently the posteffects are nearly unmaintable either from code or from Editor. Without the usage of global tables where you save your variables there is no way to interact with the posteffects. Also with global tables as a variable store you rely on 3rd parties or you need to modify the posteffects on your own which might be a pain for non shader users and artists. This is what came into my mind when working with the post effects. I have some more additions in mind but these are the most important ones from my point of view. cheers klepto2
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You can use a global container class for such values and use them in the postprocess lua file. If no lua file is present you might need create one and modify it to your needs. As an exsample or starting point you can take a look at my pfx manager in the prefab section of the workshop.
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Hi, sorry for the silence tha last days. The C-DLL functions has a lot of functionality + a lot of editor related stuff, but i doubt it reflect the complete api. I am already evaluating my wrapper generator with 3.1, but i need to solve some things here and there and i want to have LE 3.1 more matured before i release a wrapper which is subject to change frequently. the 3.0 wrapper is currently hiddden because its not 3.1 compatible and Josh cleaned the workshop to only support 3.1 related stuff. (So you can only download compatible stuff)
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shadowmapping comes with self shadowing at no extra cost. So this is not possibe and would not improve theframerate.
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- C# (.NET/mono) is coming unofficially but it will come -auto completion: What would be needed is real intellisense, plain autocompletion will result in longer coding times -intellisense = doable with some affort -error catching not possible in the way you want it. Lua is intepreted at runtime, so lua doesn't know what might happen with some variable later in the program Hint: Learn Test-driven development will save lots of debugging sessions once you're into it.
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The listener in LE3 works as intended and the same as in all 3d engines with sound. For the scenario DudeAwesome wants to achieve you have to create your own listener object with handling sound sources and bubbling events to receivers.
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Normally you don't need to assign the materials manually. I have the same pack and once you copied everything into one of your model folders Leadwerks convert the models and generates the tex-textures from the dds files. Now you just need to select a diffuse texture and create the material via right click and save it (you might need to adjust the material if normalmap is not found or it is an alpha channel used). Once you created all materials, just open up the models via double click and they should show up with the materials. Save the models to update the thumbnail image and voila you have the models converted.
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The listener object is not for handling ai sound handling etc. There is only (or better should be) one listener in your world, the one for the player. This listener only handles how the sound is computed for your soundcard or other output devices. For handling ai to react on sounds i would implement a derived source item. This derived item would establish a collision sphere as a trigger with a radius of the maximum range of the sound source. Now you check if an enemy enters or leaves the trigger. If the enemy enters, the enemy subscribe to an event handler, if it leaves it unsubscribes it. Now if you need to emit a sound you tell the source which sound and key it should play and the derived sound emitter will emit the sound and emit an event to each subscriber. The subscriber can now handle the details in its eventhandler. I will check if i can generate a small prefab and sample later.
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I get the same. first i thought it were my posteffects, but then i noticed the same without them. I think this behaviour needs to be researched and solved.
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no, you need to parse it and replace it with the '#line ...' part. Unfortunalty the Khronos group ignores the include requests for ages. HLSL can do this out of the box. Sorry if this wasn't clear. I only choosed #pragma because glsl will ignore everything after #pragma if it is not known to the glsl compiler.
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Just as reminder: You can do something like this in glsl: code with #pragma include: #version 400 uniform sampler2D texture1; uniform sampler2D texture2; uniform bool isbackbuffer; uniform vec2 buffersize; uniform float currenttime; uniform float intensity = 2.0; out vec4 fragData0; #pragma include "functions.glsl" void main(void) { vec2 icoord = vec2(gl_FragCoord.xy/buffersize); if (isbackbuffer) icoord.y = 1.0 - icoord.y; vec4 scene = texture2D(texture1, icoord); // rendered scene vec4 blur = texture2D(texture2, icoord); // glowmap fragData0 = clamp(scene + (blur*intensity), 0.0, 1.0); } and the merged code: #version 400 uniform sampler2D texture1; uniform sampler2D texture2; uniform bool isbackbuffer; uniform vec2 buffersize; uniform float currenttime; uniform float intensity = 2.0; out vec4 fragData0; #line 1 'functions.glsl' //code of functions.glsl #line 12 0 void main(void) { vec2 icoord = vec2(gl_FragCoord.xy/buffersize); if (isbackbuffer) icoord.y = 1.0 - icoord.y; vec4 scene = texture2D(texture1, icoord); // rendered scene vec4 blur = texture2D(texture2, icoord); // glowmap fragData0 = clamp(scene + (blur*intensity), 0.0, 1.0); } An idea for the auto reloading: maybe you can only scan open shader files if they use the #include statement and reload only these.
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Well, i understand why you may focus on other things currently, but both of your points are not truely valid. 1. not getting the correct error-line: Might be a bit harder to implement, but keeping the original and processed code (maybe even with some metadata) a simple diff should already work. You should be able to register if an errorline is in the included part or not and be able to jump into the correct file. 2. impossible to reload? Definetly not impossible, but might be a bit tricky. Short solution: ignore includes for the reload, just track saves for the main shader. I could live with that.
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You can even access objects from the child or parent script: self.parent.Script.somevalue = 1.0
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+1 It will make life a lot easier. Specially in situation where a lot of different shaders needs same functions and constants. Currently it is damn hard to maintain constant changes between shaders.
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Most posteffects will only be available through the current "Workshop" or later through the real steam workshop. Currently only pure "*.shader" posteffects are supported via the in Editor option. Some advanced effects will need multiple passes. Bloom for instance needs blurred and downsampled buffers which are prepared in the lua script. So while it may work with the in editor settings there might be issues which will be only resolved when lua posteffects are officially supported in the editor.
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Very nice stuff Small hint: In most "planetary scale" terrain renderer they use a noise texture to overcome the lack of detailed data and mix it with the lower resolution map to simulate very high detailed closeup views.
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I recommend gDebugger (http://www.gremedy.com) Has a lot of options and is free.
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If i see it correctly (I don't have Le installed here at work) its missing the shadow-shader. Open the material editor and go to the shader tab. Go the shadow shader and select the "shaders/shadow/shadow+animated.shader" Shader-file. Save it and it should work.
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Have you applied the "shadow+animated.shader" in the shadow slot of the material as well?