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Everything posted by Flexman
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Interesting idea. A bit like how in Kerbal Space Program has different render horizons. I remember Klepto made some cubemap reflection code for Leadwerks 2.x that rendered each side of the cube. It was quite efficient as it rendered on face per frame. So it took 6 frames to complete a full update of the cubemap. Take at look at his implementation, may or may not work in LE3 (will need some conversion): http://www.leadwerks.com/werkspace/blog/16/entry-654-cubemaps-realtime-here-we-go/
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I'm guessing Josh knows the answer to this and probably pretty busy atm, but I'll throw this out here in case someone can tell me. Modifying particles.vert to create an emitter commonly used for clouds and smoke trails. Trying to determine a lighting normal based on the vertex position so a particle quad on the opposite side to a light source (the sun) is darker. I'm computing the lighting normal in particles.vert using the following.... float Lnorm = dot(normalize(-LightSource.xyz), normalize(- vertpos.xyz)); // compute lighting normal ... ... gl_FrontColor.xyz = mix( outcolor.xyz , vec3(0.0) , Lnorm); // finally set the vertex color I'm missing something in the way the verts in an emitter object are constructed. Or my math is just plain wrong. Or both. But I think I'm having trouble because the verts are computed in camera space, not model space (as particles are just points).
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I guess it's not so much about that as how to protect them in Leadwerks. There's value to be had in open source games from the asset store. I learned a lot about writing better LUA from having someone look at my code and giving me feed back (er fixing it - cheers Mac). So there is a benefit to sharing too. Asset vendors such as Pure3D or Dexsoft require some kind of asset protection in their license terms. Password protected ZIP files satisfy this requirement for LE projects. It would be nice to have an all in one process to build and package everything.
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It depends what they do with it at that point. I work with a "White Hat" hacker and have an appreciation that no matter what you do there's someone smarter with a better tool. I didn't know you can just plug a device into firewire or a USB port and break into any locked system as you have direct access to system memory via high speed interfaces. What an awesome hardware design! My first commercial game product was the result of reverse engineering which predates but would now fall foul of the DMCA. But there's so much more potential for monetary losses/gains now micro-transactions are here to stay. Game assets need to be protected to some degree, not least because there's always some nut-job willing to upload and sell them on an asset store to unsuspecting game developers who then become victims.
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When you create roads in the LE2.51 editor, it saves out all this ASCII data in the SBX file. Can anyone confirm if this works? Never mind, Can we remove this topic?
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I remember that change. Really screwed up our game as we do ray casts at altitude for targeting, weight on wheels, radar altitude. Every time you passed over an entity the game would pause as the engine built some internal structure. All is well now though. Raycasting for ballistics, physics for feedback (sometimes, depends on the context).
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I take it billboardtexture[2] is the diffuse and normal map. Thanks, that *was* all I needed Got access to the textures now. Cheers again.
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Is there a way to get access to a vegetation layers billboard? In this screen-shot you can see I've applied heavy handed snow texture to these pine trees (in white - erm), you can see the billboards are still in the default green. Are there any undocumented properties or functions to get at this texture?
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C++? Oh...you should be good then. I'm guessing you tried a range of values then? 0.999 etc. When in doubt (C4) debug the hell out of it.
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It's possibly not working because my psudo code above didn't take into account that GetVelocity returns a vector. You need to multiply the returned velocity. Vec3( 0.9 * Time::GetSpeed() , 0.9 * Time::GetSpeed() , 0.9 * Time::GetSpeed() ) You can't multiply a Vec3 by a single value and expect a Vec3 in return. If your code is LUA you're passing a weird value and that's why it's coming to a halt.
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If you can do what Josh says, that's the easy option. If that fails you don't need to apply opposite forces. Just multiply it's own force by a smaller value than 1.0 psudo code... cameraBody->SetVelocity( cameraBody->GetVelocity() * (0.9 * appspeed()) ); Do that when not moving the camera. Might want to add commands to set the dampening values to the suggestion box. I suspect AddForce is not what I think it is. It reads like it's additive rather than absolute. BUT if you have write access to the velocity properties (can't test atm) it should be easy to multiply those values by 0.9 every frame to reduce them close to zero over time. You don't notice missing commands until you try and do something that needs them.
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Isn't linear and angular damping different from friction? Friction is applied when a body interacts with another body. Dampening occurs over time. Just a thought. Not sure what you're doing with your camera. edit: Oh I just looked at the Leadwerks 3 commands, are there any commands for setting linear and angular dampening like you can in LE2 using SetBodyDamping()? It's not obvious to me. edit2: I guess you could just multiply the velocity of the body by a value less than 1.0 in an UpdatePhysics() callback. That would do it.
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Because you can't implement a terrain tile treadmill system with the provided TTerrain. With two cameras and a terrain tile-set you can have infinite terrain and no buffer problems. If vegetation was modified so it could be parented to a particular tile then there would be no limits and best of both worlds.
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The problem here is the use of the singular. Otherwise your assertion would be correct. You wouldn't use a single mesh for terrain unless the engine can stream in the data. The memory footprint for terrain meshes isn't an issue at all. It can be pretty small (and should be) or machine crippling vertex limit bus-tingly huge. (One tool will go over the 64k vertex limit on export but that format is meant for streaming in small sections). Tools like World Machine, GROME and others (which we won't mention to comply with forum rules) take large world databases and split them into tiles, with the option to have regular or non-regular meshes. Other Leadwerks users are using this technique but it would be nice to figure out if we could do the same AND keep the nice vegetation system. It's pretty easy to create much larger scrolling terrains that represent thousands of km. using tiles. It's a doddle to script in another engine using just two cameras because you have the simple benefit of more than one Terrain object acting as a parent for the content. I'm not a big fan of that particular engine as it's hard to manage large projects and worst of all, the lighting is not great. We can't have more than one Terrain object in leadwerks but we have a tile set for terrain and can dolly it around. But if it were possible to load into memory (and remove) vegetation for a particular AABB then the problem would be solved. I know the vegetation is stored as a quadtree and the enhanced DLL exposes some fantastic functionality to enable adding and removing vegetation. Anyway, just some thoughts you might want to carry over to Leadwerks 3.x
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A Leadwerks 2 question which I may have asked before. The vegetation system seem tied to the terrain by virtual of all the extended vegetation commands needing to pass the (singular) TTerrain object. But is it possible to have all the vegetation layers but use your own meshes for the terrain? What is the relationship between vegetation the TTerrain object? Is it just for used for height positioning/slope alignment and grid spacing? In which case they might be separated.
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This did the job. Thanks very much.
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About 2 years too late. But I still find it highly aggravating that I can't take a converted model in Leadwerks and re-build the PHY shape. Did anyone get around to building a tool for this?
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What if an object with different parts only used a single material?
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Build a Killer Linux Gaming Machine for $430
Flexman commented on Josh's blog entry in Development Blog
I like how the word "garbage" links you to the Microsoft Windows Home page -
That looks great at eye level. Good vegetation varieties and texture blending. I've no idea how to procedurally generate roads or texture masks in LE2 although the texture masks. What can be done about the repeating pattern at the 100ft viewpoint or is that not going to be an in-game issue? I think we had this issue and fixed up the mip-map levels to make it go away.
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Throw in some old laser printers and a moldy couch and that could be my conservatory.
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If anything, it highlights that you might need to de-couple your game logic from renderable entities. Split them into two states; renderables and logical entities. Not saying you should do that Rick, just something to consider in general. As always it depends on the scale of the game, small games/demos can get away with it.
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For the benefit of others who might overlook this little feature. This is actually pretty good for doing basic stuff in 3D games. A common example, when you have a player vehicle or an animated character viewed from first person. In these situations you don't want the mesh intruding into the camera view (the inside of someone's head can be disturbing) but you want all the benefits of collision detection and shadows. If you simply Hide() the model you loose those. Another scenario; when you have a detailed vehicle interior, but when viewed from the drivers position you might still see parts of the exterior model (it may be a different scale or the mesh doesn't quite match up etc). You can make different meshes visible/invisible depending on the viewpoint. In some situations you can simply use Hide() and Show() We've found this really useful in LE2.
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For NET we use Redgate ANTS for Visual Studio. If not using .NET then please ignore. For C++ you might try Visual Leak Detector for Visual C++ 2008/2010/2012 from http://vld.codeplex.com/
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Ah, I remember this now Shadmar. Looks perfect. Is it possible to download this shader so I can try in my project? I'm reasonably happy with the terrain but would be better with a custom blend technique. If I can match the vegetation models and building meshes with Shadmar's snow then that would be job done.