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codeape's Achievements
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Also this lock free c++ queue could probably come in handy for Leadwerks (BSD license): http://moodycamel.com/blog/2014/a-fast-general-purpose-lock-free-queue-for-c++
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Looking forward to Leadwerks 5 ... some questions though: 1. Can you use Leadwerks GUI in your game or will it only be for the editor? 2. Will Windows, Linux, and Mac support be released at the same time? Thanks for the update
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So I think you could take a look at https://github.com/igagis/svgren it uses https://github.com/igagis/svgdom to create a SVG document object model and render it with cairo. Maybe you could use only the object model and do the rest directly in leadwerks. Maybe SVG++ could maybe be of help http://svgpp.org/.
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We also support Blender by doing this ... that is nice. I am in the same spot. I need to get more hours in to Blender.
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Pretty good and inexpensive Blender introduction video tutorial series (51 episodes): http://store.steampowered.com/app/373020/ Section 1 - Understanding the Interface. Chapter 01 - First encounters 5 mins Chapter 02 - Navigation 6 mins Chapter 03 - Layout Customizing 8 mins Chapter 04 - User Preference Changes 6 mins (Autodepth, Autoperspective, Addon - Layers, VBO’s.) Section 2 - 3D View. Chapter 01 - Menus, Modes and Display. 5 mins Chapter 02 - Pivot Point and 3d Manipulator 8 mins Chapter 03 - Layers and Snapping 7 mins Section 3 - Modeling Chapter 01 - Mesh Data, Object Data 7 mins Chapter 02 - Object Tools 7 mins Chapter 03 - Mesh Tools - Extrude 2 mins Chapter 04 - Mesh Tools - Bevel 1 min Chapter 05 - Mesh Tools - Subdivide 2 mins Chapter 06 - Mesh Tools - Working With Loops. 5 mins Chapter 07 - Mesh Tools - Vertex Connect 2 mins Chapter 08 - Mesh Tools - Inset. 2 mins Chapter 09 - Mesh Tools - Merging 2 mins Chapter 10 - Mesh Tools - Knife Tool 2 mins Section 4 - Modeling A Game Asset Chapter 01 - Ref Images & Traffic Cone Blockout 10 mins Chapter 02 - Traffic Cone Modeling 8 mins Chapter 03 - Normal Editing - Smooth/Hard Edges 5 mins Chapter 04 - High Res Traffic Cone 5 mins Chapter 05 - Camera Modeling 15 mins Chapter 06 - Modeling With Curves 7 mins Chapter 07 - Camera Modeling Finish 2 mins Chapter 08 - Removing NGons 4 mins Chapter 09 - Hi Res Lens And Ribbed Cable 6 mins Chapter 10 - Organizing And Naming Objects 3 mins Section 5 - UV’s. Chapter 01 - UV’s Overview 12 mins Chapter 02 - Mirror Modifier 5 mins Chapter 03 - UV Unwrapping The Base 7 mins Chapter 04 - UV Unwrapping The Cable 10 mins Chapter 05 - UV Unwrapping The Cone 9 mins Chapter 06 - UV Final Layout 8 mins Section 6 - Baking Chapter 01 - Baking Setup And Creating Images 4 mins Chapter 02 - Baking Ambient Occlusion 10 mins Chapter 03 - Baking Normal Maps 9 mins Chapter 04 - Creating The Base Color Materials 5 mins Chapter 05 - Baking The Base Color 2 mins Chapter 06 - Setting Up A Complete Material 3 mins Chapter 07 - Cord Baking And Multiple UV Sets 9 mins Chapter 08 - Baking The Camera Lens 7 mins Section 7 - 3D Painting Chapter 01 - 3D Painting Setup 6 mins Chapter 02 - Painting A Vertical Gradient 6 mins Chapter 03 - Multi Layered Painting 18 mins Chapter 04 - Worn Edges With Cavity Masking 13 mins Chapter 05 - Baking All Layers Down To 1. 7 mins Section 8 - Importing And Exporting Chapter 01 - Importing A TF2 Character 3 mins Chapter 02 - Rigging And Placing The Asset 2 mins Chapter 03 - LOD Creation 6 mins Chapter 04 - Exporting As OBJ 1 min Chapter 05 - Importing Into Team Fortress 2. 5 mins
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Josh, should I post this to the Bug forum? Thanks for the help by the way
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Sorry for the late answer but I have been busy with my kids I can confirm that window->takeownership work. I have changed my code to this and I can now create a new window and get the old window destroyed: if (window->KeyHit(Key::R)) { window->takeownership = true; if (window->style == Leadwerks::Window::FullScreen) { System::Print("Go Resizable"); window->Release(); window = Leadwerks::Window::Create("test", 0, 0, 1024, 768, Leadwerks::Window::Resizable); } else { System::Print("Go FullScreen"); window->Release(); window = Leadwerks::Window::Create("test", 0, 0, 1920, 1200, Leadwerks::Window::FullScreen); } //Create a context context = Context::Create(window); window->HideMouse(); window->SetMousePosition(context->GetWidth()/2,context->GetHeight()/2); } Thanks
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I want to be able to toggle between diffren windows styles (FullScreen and Resizable). For all examples I have created I have used a new project and only added the if (window->KeyHit(Key::R)) block and I create the window in App::Start() with Leadwerks::Window::Create("test", 0, 0, 1024, 768, Leadwerks::Window::Resizable); Example one. I can toggle from windowed mode to full screen mode but not back to windowed mode with this code: bool App::Loop() { //Close the window to end the program if (window->Closed()) return false; //Press escape to end freelook mode if (window->KeyHit(Key::Escape)) { if (!freelookmode) return false; freelookmode=false; window->ShowMouse(); } if (freelookmode) { //Keyboard movement float strafe = (window->KeyDown(Key:) - window->KeyDown(Key::A))*Leadwerks::Time::GetSpeed() * 0.05; float move = (window->KeyDown(Key::W) - window->KeyDown(Key::S))*Leadwerks::Time::GetSpeed() * 0.05; camera->Move(strafe,0,move); //Get the mouse movement float sx = context->GetWidth()/2; float sy = context->GetHeight()/2; Vec3 mouseposition = window->GetMousePosition(); float dx = mouseposition.x - sx; float dy = mouseposition.y - sy; //Adjust and set the camera rotation camerarotation.x += dy / 10.0; camerarotation.y += dx / 10.0; camera->SetRotation(camerarotation); //Move the mouse to the center of the screen window->SetMousePosition(sx,sy); } if (window->KeyHit(Key::R)) { if (window->style == Leadwerks::Window::FullScreen) { System::Print("Go Resizable"); window->Release(); window = Leadwerks::Window::Create("test", 0, 0, 800, 600, Leadwerks::Window::Resizable); } else { System::Print("Go FullScreen"); window->Release(); window = Leadwerks::Window::Create("test", 0, 0, 1920, 1200, Leadwerks::Window::FullScreen); } //Create a context context = Context::Create(window); window->HideMouse(); window->SetMousePosition(context->GetWidth()/2,context->GetHeight()/2); } Leadwerks::Time::Update(); world->Update(); world->Render(); context->Sync(false); return true; } So when I hit R i get in to full screen but when I hit R again I do not get back to windowed mode. When I hit ESC twice I get back my desktop by exiting the application. Example 2. So to test what happens behind the sceens I changed the if (window->KeyHit(Key::R)) block to this: if (window->KeyHit(Key::R)) { if (window->style == Leadwerks::Window::Titlebar) { System::Print("Go Resizable"); window->Release(); window = Leadwerks::Window::Create("test", 0, 0, 1024, 768, Leadwerks::Window::Resizable); } else { System::Print("Go other size"); window->Release(); window = Leadwerks::Window::Create("test", 0, 0, 800, 600, Leadwerks::Window::Titlebar); } //Create a context context = Context::Create(window); window->HideMouse(); window->SetMousePosition(context->GetWidth()/2,context->GetHeight()/2); } Everytime I hit R I get a new window but the old window is not removed (so I get a large amount os windows). What am I doing wrong? or is this a bug?
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I notice that the class uses XSetStandardProperties but that one has been superseded by XSetWMProperties.
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I think this article show the differences of OpenGL and Vulcan quite well: http://www.phoronix.com/scan.php?page=article&item=khronos-vulcan-spirv&num=1 There is already a nice Vulcan debug tool in the works called GLAVE: http://www.phoronix.com/image-viewer.php?id=khronos-vulcan-spirvℑ=vulkan_announce_2_lrg
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So I really like Leadwerks. However, I see that a lot of problems tracked back to GTK and capabilities of different UI toolkits. So why not doing things the Blender way? Create your own OpenGL UI toolkit with a event system and/or a message system and create an editor that uses the same UI toolkit for all platforms. OK, I am not stupid ... this is not a small thing and maybe not the most fun thing to do. However it could be a long time goal and a nice evolution of Leadwerks. There are many pros: + Same UI code for all platforms. + The UI could be used by both the editor and in the games we make with Leadwerks. + You will be using your own UI that you have 100% control over. + UI is a feature people want + No more OS dependent UI bugs. The con: - More things to do. - It will take a loooooooooooooong time to accomplish.
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Freetype-gl uses SDF: https://github.com/rougier/freetype-gl The result look good.
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Ok this is pretty cool. I sugested that Limit Theory (a awesomely looking and upcoming space game) to implement SDF: http://forums.ltheory.com/viewtopic.php?f=6&t=2137&p=28611&hilit=sdf#p28611 After a couple of months he did it! With better font render quality and performance than the old solution (through SFML): http://forums.ltheory.com/viewtopic.php?f=12&t=3875&p=75231&hilit=sdf#p75231 Here is the result (30:01 in to the dev video ... the link point to that part of the video ): I think you should do what he did. Implement SDF your self and do not use third party stuff.
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You are starting to get good at this YouGroove!
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Indeed, the distance from Stockholm to Seattle is sadly 7587 km. Hmmm need to make a game so I can afford the trip