Swampdonkey Posted February 24, 2010 Share Posted February 24, 2010 Well my eval period is just about over.. It's been a blast playing with the LE engine. I'd like to thank Leadwerks for the opertunity to try out the engine and I'd like to thank its community for help when I initality got started. During my month I've tried out a few projects but most recently I started working on some Tower Defense ideas using the sandbox and lua scripting. While I ran into many problems, some mine, some not; I felt that LE was all around ready to take on a major project. However some things held me back from 'jumping on board', camerapicks seemed flawed and differentiated from the documentation way to much - so much in fact i was forced to try a diffrent approach which ultimately failed, I never got Decals to work even though I followed the docs to the tee - later reading the older forums I found out they been broke since sometime from 2.0 to 2.27 but was never mentioned in any documentation or offical post by the LE team. This lead to many many wasted hours on my part. Overall I would like to keep LE in the back of mind for future projects, maybe once I feel i can trust it more. Granted I was bound to lua whereas normally I'd use a more optimized compiler but my over experience was very positive and I look forward to checking out this engine again in the future. And to those wondering about tower defense in LE, I can only say "HELL YES". In 3 weeks time we almost had a prototype working in pure lua script... thats gotta' count for something aye? Anyways, enough babbling from me.. I leave you all with a screenshot from my test pad Tower defense attempt under the Leadwerks label.. Fully working AI and Camera Railing. Quote <-- gothasoft.com --> Link to comment Share on other sites More sharing options...
Marleys Ghost Posted February 24, 2010 Share Posted February 24, 2010 Nice screenie, I do like the look of that scene Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Canardia Posted February 24, 2010 Share Posted February 24, 2010 I use always EntityPick instead of CameraPick, because then you can have FPS/3rd person camera with the same logic. Never had any problems with EntityPick. I think 2D decals are pretty useless, as they are just flat and don't give the look of a real 3D decal. Same goes for emitters. I will try to implement a 3D way for both, since smoke emitters need also collisions, so they don't go through ceilings, same goes for rain emitters. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Josh Posted February 24, 2010 Share Posted February 24, 2010 Nice work. I am not aware of any problems with camera picking. I would not be surprised if there is a problem with mesh decals. I have not used the technique in a long time, and it is a little tricky to set up a proper material for it. Will look into it soon. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted February 24, 2010 Share Posted February 24, 2010 post that screenshot in the gallery... it's great!! one of the best i've seen... --Mike Quote Link to comment Share on other sites More sharing options...
AggrorJorn Posted February 24, 2010 Share Posted February 24, 2010 Very nice screenshot. Hope to see you active in the rest of the forum soon. Quote Link to comment Share on other sites More sharing options...
Pixel Perfect Posted February 24, 2010 Share Posted February 24, 2010 That is the nicest 'in game' shot I've seen in Leadwerks. Fully working AI and Camera Railing. Wow ... I think that's worthy of a video Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
Swampdonkey Posted February 24, 2010 Author Share Posted February 24, 2010 Thanks for the comments guys, Lumooja Entitypick may work, does entity pick use callbacks? Havent looked into Entitypicks much yet as I figured camerapick would be the best choice but .. Quote <-- gothasoft.com --> Link to comment Share on other sites More sharing options...
Canardia Posted February 24, 2010 Share Posted February 24, 2010 No, EntityPick doesn't use callbacks, it's just a simple function call and then you check the results: TPick pick; if(EntityPick(&pick,eyemodel,3)) { TModel model=GetMeshModel(pick.entity); if(model) { pickedmodel=model; SetBodyGravityMode(pickedmodel,0); } } Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Swampdonkey Posted February 24, 2010 Author Share Posted February 24, 2010 Thanks Lumooja, most helpful information there. On a side note - have you a clue what Camerapick is returning to the pick.entity class? At first i thought it was the entity handle but clearly it isnt, then i tried the surface handle; still not, last i tried the material handle again not. For optmization purposes I would like to use Camerapick over Entitypick since I'll have many diffrent structures to determine a mouse click and preforming a seperate Entitypick per structure per loop dosen't seem logical to me. Quote <-- gothasoft.com --> Link to comment Share on other sites More sharing options...
Canardia Posted February 24, 2010 Share Posted February 24, 2010 There's no difference in coding compared to CameraPick if you use the camera as source model for EntityPick. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Swampdonkey Posted February 24, 2010 Author Share Posted February 24, 2010 Ah ha, thanks for that info - i was thinking entitypick was prefromed per entity not as a global sweep. That'll do it then. BTW is it possible that camerapick is returning the collision body to the picked.entity holder? Just curious but i think i'll go with entitypick for now. Thanks. Quote <-- gothasoft.com --> Link to comment Share on other sites More sharing options...
Canardia Posted February 24, 2010 Share Posted February 24, 2010 CameraPick returns also the mesh, like EntityPick. However, radius must be always 0 with CameraPick, not sure if it works with EntityPick. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Swampdonkey Posted February 24, 2010 Author Share Posted February 24, 2010 Seems the problem i was having with Camerapick lay within the model itself, to many subobjects attached to it. Appears to be wroking now after optimizing the mesh!. Although i've now constructed a better way to handle these picks by hiding the world pivot and placing cubes within the meshes bounding box parameters and just simply checking against those cubes for fast picking. Quote <-- gothasoft.com --> Link to comment Share on other sites More sharing options...
Josh Posted February 24, 2010 Share Posted February 24, 2010 The camera pick function is a convenience function that calculates coordinates and then calls LinePick(). You do not need to use the callback for any pick function. It only provides an extra method of control. The pick structure contains the picked entity, position, normal, and surface (if a mesh was picked). This structure is documented in the wiki: http://leadwerks.com/wiki/index.php?title=Raycasting You may also find this useful: http://www.leadwerks.com/files/Tutorials/CPP/Collision_And_Raycasting.pdf Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Swampdonkey Posted February 25, 2010 Author Share Posted February 25, 2010 Thanks for the links, although I had previously sifted through those articles.. I eventually came to the realization the problem lay within the model and the way I had constructed it.. Further tinkering with the model I was able to achieve proper picking. Thanks for the help. Quote <-- gothasoft.com --> Link to comment Share on other sites More sharing options...
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