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Everything posted by shadmar
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Here is a 500 box test using non swept, and Newton 3.1, and Joshs' solvermodel setting (instanced boxes derived from Aggros script), runs 40ish fps on my gear:
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Future Leadwerks (Linux) user, my introduction.
shadmar replied to Neuro's topic in General Discussion
I have a raspberry pi -
There used to be a indicator (lightbulb), but it's disappeared in an update.
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AddPostEffect() causes assert failed.
shadmar replied to shadmar's topic in Leadwerks Engine Bug Reports
I get assert failed either way lua/c++. -
Whenever I call (even in new projects) camera->AddPostEffect(Shader::Load("Shaders/PostProcess/Bloom.shader")); Application just stops with this : Loading shader "C:/Leadwerks/Projects/slett2/Shaders/PostProcess/Bloom.shader"... Loading shader "C:/Leadwerks/Projects/slett2/Shaders/PostProcess/BlurX.shader"... Loading shader "C:/Leadwerks/Projects/slett2/Shaders/PostProcess/BlurY.shader"... Assert failed. All shaders compile ok.
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Script variables don't appear in panel
shadmar replied to YouGroove's topic in Leadwerks Engine Bug Reports
You're not doing it right http://www.leadwerks.com/werkspace/page/documentation/_/user-guide/object-scripts-r631 -
maybe something like this : self.child = self.entity:FindChild("hair") -- this is a bone called hair on your human mesh, you need to name it hair from your modeler. if self.child then hairmesh:SetMatrix(self.child:GetMatrix()) end
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If you upgrade to Newton 3.10 you get slightly better fps and abit more boxes. (from what I could test, fps drops o about 200 boxes instead of 150) Maybe it's just circumstantial, but if you want to try yourself : 1. Download 3.10 here : http://code.google.com/p/newton-dynamics/downloads/list 2. Backup contents of : C:\Leadwerks\Engine\Source\Libraries\NewtonDynamics 3. Unrar 3.10 here 4. Recompile your project.
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I'm guessing your not using csg and lightmapping? In that case without proper dynamic shadowmapping you can't directly, however you could probably paint your inside walls using a modified shader wich doesn't care about directional lights.
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For additive blended particles fires, explotions Use a non alpha particle, black fades the particle: Use mat file containing this (3=Light): blendmode=3 depthtest=1 depthmask=0 zsort=1 For alpha blended particles smoke, clouds use non additive blend just pure alpha to fade the particle (deafult particle is like this) Use mat file containing this (1=alpha): blendmode=1 depthtest=1 depthmask=0 zsort=1
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Ah, don't use alpha for additive. got it... works.
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I added bullet to LE3 just to see how hard it was. It took me 30 minutes to figure out how to compile the lib in a LE3 project, and additional 15 minutes to collide one sphere on ground. (using the hello world example on their wiki.) Very cool picture : (ground was invisible and I used a box as my sphere, but it fell 50m to the ground) To cover all aspects of physics bullet provides it would probably take weeks/months of programming making tools etc.. ( I don't know) to change physics engine, however bullet have many examples in their api, from cars to ragdolls etc.. not going anywhere with this, but if you really want to, you can yourself Pretty sure Newton is a decent lib, but probably needs some optimizing.
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Thanks for that in depth article. Very nice
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As far as I know, only csg objects are supported for shadow recieve.
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If you make a "class" for it like this local land = Model:Box() self.myblocks = {} local count = 0 for a =1,10 do for b =1,10 do count=count+1 local tile = tolua.cast(land:Instance(),"Model") self.myblocks[tile] = { land = tile, x = a, z = b, idx = count } tile:SetPosition(a,0,B) end end Then you can access it and it's "members" in any external lua script like this : for k,v in pairs(App.myblocks) do print (v.idx) v.land:SetPosition(0,0,0) end
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*sigh*..
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That is very hard to tell from just looking at your pictures.
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Maybe you missed a semicolumn or something. Does the shader compile?
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If the intension is a specular map, this would have to be added aswell : After uniform sampler2D texture1;//light map Add uniform sampler2D texture2;//spec map Find vec4 color_specular = materialcolorspecular; Replace it using : vec4 color_specular = materialcolorspecular*texture2D(texture2,ex_texcoords0);
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Yeah there is another issue with the shader After uniform sampler2D texture1;//light map Add uniform sampler2D texture2;//spec map Find vec4 color_specular = materialcolorspecular; Replace it using : vec4 color_specular = materialcolorspecular*texture2D(texture2,ex_texcoords0);
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http://www.leadwerks.com/werkspace/topic/7222-specular-on-full/
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Create a project and replace App.lua using this : When I reach about 150 it starts degrading fps when they collide. --This function will be called once when the program starts function App:Start() --Set the application title self.title="$PROJECT_TITLE" --Create a window self.window=Window:Create(self.title) self.window:HideMouse() --Create the graphics context self.context=Context:Create(self.window,0) if self.context==nil then return false end --Create a world self.world=World:Create() plane = Model:Box(30,1,30) shape = Shape:Box(0,0,0, 0,0,0, 30,1,30) plane:SetShape(shape) camera = Camera:Create() camera:SetPosition(9,3,0) camera:SetRotation(0,-90,0) self.light = DirectionalLight:Create() self.light:SetRotation(25,25,25) self.count=1 --Create a box self.box = Model:Box(1,1,1) self.box:SetPosition(Math:Random(-2,2),Math:Random(5,25),Math:Random(-2,2)) self.box:SetColor(Math:Random(0,1),Math:Random(0,1),Math:Random(0,1)) self.box:SetMass(1) self.box:SetFriction(1,1) self.box:SetCollisionType(Collision.Prop) --Create a shape self.shape = Shape:Box(0,0,0, 0,0,0, 1,1,1) self.box:SetShape(self.shape) self.shape:Release() return true end --This is our main program loop and will be called continuously until the program ends function App:Loop() --If window has been closed, end the program if self.window:Closed() or self.window:KeyDown(Key.Escape) then return false end if self.window:MouseDown(1) then -- instance boxes local box=self.box:Instance() box:SetPosition(Math:Random(-2,2),Math:Random(5,25),Math:Random(-2,2)) box:SetColor(Math:Random(0,1),Math:Random(0,1),Math:Random(0,1)) self.count=self.count+1 end --Update the app timing Time:Update() --Update the world self.world:Update() --Render the world self.world:Render() --text self.context:SetBlendMode(Blend.Alpha) self.context:DrawText("FPS: "..Time:UPS(),2,2) self.context:DrawText("Boxes created : "..self.count,2,22) self.context:DrawText("Hold down left mouse button to instance boxes..",2,62) --Refresh the screen self.context:Sync() --Returning true tells the main program to keep looping return true end
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SnappyTree: https://developer.cdn.mozilla.net/media/uploads/demos/s/u/supereggbert/8da64348bcea91221c37f6521923487d/snappytree_1340441920_demo_package/index.html
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Models.. (it says so in the third line)