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AggrorJorn

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Everything posted by AggrorJorn

  1. I don't think smoothing is the answer here. It looks like it is something completely different. Can you export the project as an exe?
  2. That shouldn't be the problem as the Follow command also uses the navmesh. Can you post a sample of the map?
  3. It only says Non-active system processes are taking up 95 CPU power.
  4. Some new possibilities I have spend another evening on my in game console and it is shaping up nicely. To-do or not to do I am happy with how the console works right now. There are enough things that I could implement to make it even more usable but I don't need those (right now) for my project. Possible to do's Intellisense. Saving command log to a file. Adjusting color, settings and size of console via commands.
  5. No, just for characters that move based on your keyboard input. CharacterControllers that use GoToPoint() or Follow() don't need to use this
  6. If you want to make use of the navmesh or setInput commands, than yes, you have to use character controllers.
  7. You obviously do not understand what a FAQ is. This is a frequently asked questions topic, not a summary of games that have been made with Leadwerks 3 or things that you can do depending on your skill. Where do I say that someone has made games like race or sport games? I am stating that it is possible to create such games with this engine. I am also not stating that there are tutorials about every single topic in existence. I am stating that there are tutorials. By the way, you will never get your game completed if you are waiting for tutorials on these topics. You will either need to program or team up with someone who does. I think it is time you start do your ranting somewhere else yougroove. This FAQ is for everyone, whether you are a programmer, designer, garbage man, pope or president.
  8. [unofficial] Leadwerks 4 FAQ ---------------------------------------------------------- If you come across anything that is incorrect or would like to suggest something that can be added to thi FAQ, please leave a comment. ---------------------------------------------------------- Documentation and Tutorials Official Command reference: http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/ User guide: http://www.leadwerks.com/werkspace/page/tutorials/ Unofficial Community wiki: http://leadwerks.wikidot.com/ Youtube tutorials: https://www.youtube.com/results?search_query=leadwerks+tutorials Platforms and pricing What is the difference between Leadwerks Game Engine vs Professional Edition? Leadwerks 4.0 is the standard product your purchase on Steam. If you want to be able to make games with C++ you can buy the "Leadwerks Game Engine: Professional Edition" as a DLC on Steam. In order for the DLC to work you need to be in possession of the Leadwerks Game Engine on Steam. Is there a demo/trial version of Leadwerks? Yep. For Windows and Linux on Steam: http://store.steampowered.com/app/251810/, What kind of games can I make with Leadwerks? Technically: every possible game you can think of. Shooters, Strategy, platformers, race, sport. You can even make 2D games, although the engine is more meant for 3D games. How many games can I publish with 1 Leadwerks license? As many as you want. There is no limit. Do I have to pay royalties? No. You also don't have to display a splash screen. Which platforms does the Leadwerks engine support? Leadwerks works on for Windows and Linux (Ubuntu). On the roadmap: MacOs http://www.leadwerks.com/werkspace/blog/1/entry-1793-hello-mac/ Do I need Steam in order to purchase/use Leadwerks? Yes. Which program languages are supported? The "Leadwerks engine" supports Lua scripting. The "Leadwerks engine: professional edition" add C++ to the available languages. You can use either Lua, C++ or a combination of Lua/C++ when you have this add-on. What IDE should I use? C++ on Windows: Visual Studio Community 2013: http://www.visualstudio.com/en-us/products/visual-studio-community-vs C++ on Linux: Code::Blox: http://www.codeblocks.org/ For Lua you can use the integrated editor (debugging support) or any other text editor. Note that external tools can't make use of the debugger options. Notepad++ Lua plugin for Visual Studio Features Which features are planned for Leadwerks 4 in 2016? Networking support Paid workshop items AAA content. high quality official paid items Note that while some of these are intended to be released in 2016, Josh, the developer of the engine, makes no explicit promises on when and if they will be added to the engine. See this blog for some extra information: http://www.leadwerks.com/werkspace/blog/1/entry-1596-2016-plans/ Which version of OpenGL does the engine use? OpenGL 4.0 is used for the engine as of Leadwerks 3.3. Which physics engine is used for Leadwerks 4? Newton Dynamics 3.0. http://www.newtondynamics.com/ Can I make a terrain with the Leadwerks editor Yes you can. The leadwerks editor has an integrated terrain creator and terrain painting editor. You can also import and export terrains as .raw or .r16 files. The following terrain scales are supported: 256 x 256 512 x 512 1024 x 1024 2048 x 2048 4096 x 4096 Can I make multiple terrains in 1 scene? No Can I place vegetation with the terrain editor? Yes Are there any sample projects that come with the editor? The Leadwerks engine comes with a tutorial project called 'MyGame'. There are several maps that you can open to see various game play tests. Does Leadwerks 4 have any build in GUI support? Not yet, but Josh is working on it: http://www.leadwerks.com/werkspace/blog/1/entry-1762-a-first-look-at-leadwerks-gui-on-linux/ Does Leadwerks 4 have any build in Networking support? No Steam workshop Can I use all assets in the asset store for my (commercial) game? Yes. The license of the Leadwerks Steam workshop states that everything that can be downloaded is royalty free unless stated otherwise. This means you can use all models, texturs, sounds, scripts and shaders in your commercial project without having to pay for it. Although it is not required we do encourage to give credit to those who earn it. Can I upload paid items to the workshop? Yes. Have a look here: http://www.leadwerks.com/werkspace/page/tutorials/_/workshop-r11#section5 Publishing When I publish my game, a different scene is loaded then the one opened in the editor. Why is that? Running your game from the editor loads the map that is opened in the editor. When published, the map is loaded you have specified in main.lua. You can find this file in the root of your project. Can I publish my games to Steam? Yes. There are 2 possible options: Steam Store. You can sell the games via the Steam store if you get your game greenlit. You can publish the game via the editor and you will get an output folder containing all the executables and data. Leadwerks Game Player. The game player is a tool that every Steam user can download. You can upload your Lua game (C++ is not allowed) directly to the Leadwerks Game Player. This is a great way for users to get a quick look at your game and to gain some fans of your work. Note that the Leadwerks Game Player does not feature paid games. Do I have to publish my game to Steam? No. During the publishing of your game, you get the option to publish as a standalone project. Which means you distribute your game to other channels like GOG or Origin. Assets How do I import models, textures and sounds in the editor? The editor does this for you automatically. As soon as you drag items in the editor or in the project folder, the editor will detect the changes and import them for you. If you edit textures, models or sound in an external program, the editor will also pickup these changes and re-import them automatically. Textures Textures are automatically converted to the tex format. jpg png dds bmp tga psd Models Models are automatically converted to the mdl format. fbx Sound wav Can I export my CSG brushes? You can save CSG brushes as a prefab but you can not export you CSG brushes as fbx, obj etc. This has been requested though but is not confirmed to be part of the editor. I cannot drag any textures on my models. Why is this? You have to create materials in order to see textures on models. Simply right click on a texture in the asset browser and select 'Generate material'. You can also 'batch generate' materials via the tools menu. Coding How do I make my game FullScreen? Have a look here: http://www.leadwerks.com/werkspace/page/api-reference/_/window/windowcreate-r462
  9. 2.3 was about 30$ I believe. Even so, I bet it is worth it.
  10. Like many others I find myself working on many projects at the same time. While I am serious about finishing my main project, I often get distracted or derailed by some wild idea or subproject. For instanace this is my current overview : Main project........serious stuff Minigolf........just for fun Ragdolls ......on hold Gui for C++ and Lua ..... networking and multi-threading tests LCP2, awaiting new tasks Tutorial testing How about you?
  11. After a few hours of programming my computer becomes extremely slow. When looking in the task manager I can see my memory usage almost reaching its maximum (8GB!). I have no experience on how to detect memory leaks. Are there any special ways inside visual studio or C++ that allow you to pickup on memory leaks? thanks in advance.
  12. We can get Torque but not set it. We can get Omega but not set it.
  13. I don't think Playstation is a bad platform. I am just worried about the support of more and more platforms while the current editor for windows/mac needs to be improved. I am not even talking about opengl 4 or terrain.
  14. Does it really matter if the support for any would be there? How many of you have actually completed a commercially ready game? I know I haven't. And it will take a lot if time before it happens (if it is even going to). What I am trying to say is: make a game, learn to program, model, texture, design, how to work in teams etc. If you don't, you can wish for all the console support in the world, it would not matter anyway.
  15. Touchhit, touchposition and touchdown are used in the video tutorial for android. Don't know why they are not documented.
  16. I agree with this completely. These are not feature requests: this is how computer programs work. Why this has not been implemented yet surprises me. YouGroove is right about this. I think we can add these to the list as well. Dragging multiple items in the scene tab to other folders. (Every program or operating system can do this) Camera gizmo. Pretty much the same as a spotlight but with a rectangle instead of a cone. Icons Pivot creation Script editor Flowgraph editor
  17. When you say 'GUI', what do mean with it? Can you be more specific? Could you give me a few examples on what you mean by this?
  18. For the ones interested: http://www.leadwerks.com/werkspace/files/file/435-underground-tunnels/
  19. I know and I agree with you that I would be nice. But we have been requesting this for quite some time, so I wouldn't put my hopes on it.
  20. Dynamic shadows are set in the editor. I am not aware of any API changes that allow this via code. It might be an undocumented feature or not supported via API at all. If you set dynamic shadows in the editor, you can save your object as a prefab and load it in as a prefab if you want to load everything by code.
  21. 3.1 is a paid update for sure. What comes after that is unclear. I doubt may 2013 will be the next paid update. The time between 3.0 and 3.1 is about 9 months.
  22. The example in the tutorials doesn't have any smoothing. You could use a linear interpolation to fix this. Tim She'd way. Also a good.approach. It will prevent wall clipping. Something that will.happen when you use the tutorial.
  23. A like that. thanks Rick and furbolg.
  24. Thanks for answering, I am not sure what you mean with 'fill it'. With what data? I could get the position of the objects colliding but those are not the position of colliding
  25. Inside the collisionhook parameters we can access the normal and the position: void CollisionHook(Entity* entity0, Entity* entity1, float* position, float* normal, float speed) Shouldn't the normal and position be Vec3? If not, can someone explain why they are floats instead of vec3? I want to calculate the perpendicular (which is the normal) vector on two given vectors, which I can easily do with the velocity and the collision position. I use the cross product to do this but that would require an actual position and not a float.
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