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Einlander

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Everything posted by Einlander

  1. I've been following this thread, but I'm getting a bit confused now. Are you trying to include a c library in your lua project to use from lua. Or are you trying to expose a c function to lua to be used from a lua script? If its the first look into "luajit ffi" ffi is the key as it allows you to directly load c code into luajit. The other way I can't help you.
  2. This would work awesome for traditional games and csg's, but issues will arise when you get creative. So lets say I create a portal clone. I create a new goo. How do I assign a new material type? Another issue is multi-material meshes. Say I import 1 house and it is a single mesh with multiple materials. How do I figure out the footsteps WITHOUT creating triggerzones to force the structure ts to change? Same thing with a mesh that uses a texture atlas.
  3. Note the Leadwerks Ps,Vs shader will be red in Leadwerks if you don't make some changes.
  4. There seems to bee a roll back in Shader tool. The feature I was talking about is now missing. I'm putting something on steam to help them out. It use to be copy and paste. http://steamcommunity.com/app/314720/discussions/0/618453594747407982/
  5. In shadertool create a leadwerks template node. the Leadwerks fs,PS template has what looks to be a boilerplate diffuse shader with 1 texture.
  6. As the title says searching for any string in the asset browser that includes a \ will crash to desktop. How to reproduce: type / in the search box and hit enter.
  7. I use it when I want to get a list of all my prefabs without going through folders, that's it.
  8. I'm still working on parsing the map file. That is an interesting concept.
  9. I asked Josh if he could upload an updated one and he just put the file up. It's now at version 32.
  10. The current map is around version 32/33 that code is at 28
  11. Maybe one day... That would require complete control of the debugger. You would need to be able to reload the entity keep all the runtime variables, and throw warnings when making changes that will crash the stack. I see this in a version 5 release.
  12. @xtom, it's more for building the level, it's near useless for play testing. It also opens up the option of collaborative editing.
  13. While crawling around on the internet I found this video the relevant part starts at 3:36. Realtime level updates are something many engines have, but since I'm not using those engines it never was something on the forefront of my mind. After watching the video I wondered how close I could get to implementing something like that in Leadwerks. The solution I came up with is brain-dead simple. I load a level and a camera, and after a time limit reload the level and place the camera where it was. This is video basically shows what I created. If someone was feeling very ambitious they could probably write a script that will reload each model without reloading the level, but I have a feeling it will break many of things. in game auto update.lua Image of it in action
  14. I assume you are using an ati graphics card? http://www.leadwerks.com/werkspace/topic/10986-transparency-bug/
  15. If or when it gets implemented can we have it as a check box in the settings so it doesn't mess up my already existing models?
  16. Have you tried to put the model into a folder/group with the name you want it? The problem here is what is inside the file is not necessarily the same as the name of the file. See this version of the model. FBX2013 pre-normalized for Leadwerks. modelTest2.zip http://i.imgur.com/cvW84PH.png The highlighted stuff to the right.
  17. I want a filled polygon. I want to feed it the points of a shape like a star, and have it fill it.
  18. I would like something like Context::DrawPoly( {table of Vec2()} ) While doing the 2d drawing, I found that using a scanline fill will IMMENSELY cripple the engine. if you scan-line draw (line by line) 3 squares on screen, you can see an fps drop from 200fps down to 40. and about 7fps if you use debug. This would help reduce the amount of code needed for gui libraries, and help raise the fps count.
  19. This is a more elegant version of my solution(http://www.leadwerks.com/werkspace/blog/120/entry-1184-key-configs-and-tedium/). Your way makes it more scriptable. Also you can change the keybinds in game if need be.
  20. The beta version of leadwerks has this feature.
  21. But who shall bell the cat? http://en.m.wikipedia.org/wiki/Belling_the_cat
  22. My mind doesn't do curves, humans, animals or plants. Been practicing for years. Ask me to model anything not alive and I can do it in my sleep. Some people just aren't good at it, that's why there are special job positions for them at game studios.
  23. Good work. I for one know I absolutely suck at organic modeling.
  24. I'm when I get back from work I plan on filling out a issue report form located here: http://www.amd.com/report Everyone with an ATI card should fill it out. Maybe they will notice.
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