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shadmar

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Everything posted by shadmar

  1. It looks great Very happy with the customizable options so far.
  2. Terrain system, I like the chunked lod system we have now(if it is that), but it should be expanded to be movable, rotatable, have several ones in one world. Also wish we could control the tesselation of the chunks how much it should tesselate etc.
  3. Very nice, I'd love to se a video of that waterfall.. Could try http://camstudio.org/ Anyway looks great
  4. This is a c++ snip that inits lua and loads a scene containg road/river/lights etc.. correctly, but not sure if it's that you need (or I didn't understand the question) #include "engine.h" int main(int argc, char** argv) { Initialize(); RegisterAbstractPath("C:Leadwerks Engine SDK"); Graphics(1280,960); AFilter() ; TFilter() ; TFramework framework=CreateFramework(); TLayer layer = GetFrameworkLayer(0); TCamera cam=GetLayerCamera(layer); PositionEntity(cam,Vec3(0,0,0)); //Set Lua variable BP L=GetLuaState(); lua_pushobject(L,framework); lua_setglobal(L,"fw"); lua_pop(L,1); // Setup Initial Post Processing FX //SetGodRays(1); SetHDR(1); SetSSAO(1); SetBloom(1); SetAntialias(1); SetStats(2); LoadScene("abstract::riverscene.sbx"); // Setup spectator TBody spectator=CreateBodySphere(); SetBodyMass(spectator,1); SetBodyGravityMode(spectator,0); SetBodyDamping(spectator,1.0); EntityType(spectator,3); SetBodyBuoyancyMode(spectator,0); PositionEntity(spectator,Vec3(0,5,-10)); TVec3 camrotation=Vec3(0); float mx=0; float my=0; float move=0; float strafe=0; HideMouse(); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); // MAIN LOOP while (!KeyHit(KEY_ESCAPE)) { mx=Curve(MouseX()-GraphicsWidth()/2,mx,6); my=Curve(MouseY()-GraphicsHeight()/2,my,6); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); camrotation.X=camrotation.X+my/10.0; camrotation.Y=camrotation.Y-mx/10.0; RotateEntity(cam,camrotation); move=KeyDown(KEY_W)-KeyDown(KEY_S); strafe=KeyDown(KEY_D)-KeyDown(KEY_A); TVec3 force = Vec3(strafe*10.0,0,move*10.0); force=TFormVector(force,cam,0); AddBodyForce(spectator,force); PositionEntity(cam,EntityPosition(spectator)); // Update timing and world UpdateFramework(); // Render RenderFramework(); // Send to screen Flip(0) ; } return Terminate(); }
  5. Will there be a "Play Game" button aswell in that editor? With the option to change game script like we have now. Can we edit mat files from the editor and reload material? (without having to restart editor) Could we have an edit current vert/frag button too?
  6. Have been using gameing laptops the last 6 years, they are quite capable. Like Asus G-series or Alienware / Dell XPS-series
  7. Looking for my 3D glasses while eating popcorn and reading
  8. Maybe Josh can host a section here called Community Project ?
  9. If the shaders we use in LE2 are usable in LE3 you won't really notice any worse graphics. The AAA look is just shaders and textures. Gameengine provides gamelogic and shaderinput, shaders and textures provides eyecandy for our games. I take it that the shaders won't be reusable since we get abit "worse" graphics. But I hope we still can use custom shaders in LE3?
  10. Shadermap does the same + AO maps, but abit cheaper.
  11. Hi Flexman, thanks for the information, I've been looking at GROME some times over the last year.
  12. You still have to have the mesh in the transparency world when using shaders. So assuming you are using fw, it should go someting like this (not tested) SetWorld(fw.transparency.world) model = LoadMesh("abstract::model.gmf") SetWorld(fw.main.world); myfade=0; material=LoadMaterial("abstract::")) shader=GetMaterialShader(material) In your run loop : myfade=myfade+0.001 SetShaderFloat(shader,"myfade",myfade) In mat file have blend=alpha In your shader (frag file) add before main(): uniform float myfade=0.0; find : gl_FragData[0] = diffuse; Add below gl_FragData[0].a-=clamp(myfade,0,1); It should now alpha fade by 0.001 per flip() (in theory)
  13. Mike is right on the money, Editor makes my life easy (atleast), so design levels and setup smart lua objects in the editor and load the scene using whatever language you want to run your game code in (c++ / pascal etc..) including all libs you need etc.. Or just use lua for everything.
  14. Doesn't seem to work, mesh is created in tranparency world, but entity is in main. Is it not possible?
  15. Zombie killing spree idea, simple game idea : 1. How many can you kill before you are totally overrrun and killed. Get score on kills. 2. Or can you get from A to B alive in X minutes, get score on time and kills, pickup weapons on the way. (this will be doable in many levels as you increase range and shorten time or both)
  16. I like UU3D, not sure how I would get by without (haven't tried the sdk tools yet), I'm using several engines so unwrapping and model conversions / exporting are all done in UU3D
  17. Could be interesting, if it could be done as an editor game using lua objects, and a game script. Would be very sharable and reusable then, but maybe not as flexible as an c++ project, just a thought.
  18. I think at least we should be able to render a cubemap from buffers using lua. To snapshot an envmap cubemap when needed.
  19. If you look at this tutorial (for the editor.. scroll almost all the way down) http://www.leadwerks.com/werkspace/page/articles/_/programming/transparency-and-refraction-r10 I get wierd refraction that refracts items in front of the refracted object and therefore itself like a mirror mirroring a mirror,,, (i've toned down bump so its easier too see) I also trid this workaround, but no luck : http://www.leadwerks.com/werkspace/topic/964-transparency-and-refraction-tutorial/page__p__9112#entry9112 Any help appreciated..
  20. Hi Will LE3D have such a functionality so we can have realtime cubemaps done in lua ? As I understand after reading several posts, we can't do realtime cubemaps in LE2 (lua) because cubemaps generated from FBO doesn't have any mipmaps. (renders black) which ruins my fun Or just the same, will it be possible to do realtime cubemaps in LE3D in lua (without using opengl directly via c++ as klepto2 has done). Don't get me wrong, I like c++ just as much as the next guy, but I like using the editor and have smart lua objects.
  21. Maybe you could add the mat editor and model viewer .exe's under 3d settings in the nvidia control panel.
  22. Disable the slow one in bios? I'm not much help.
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