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Josh

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Documentation is being organized into a built-in help browser. Documentation simply falls into two categories, "Tutorials" and "Commands". Tutorials are laid out in a linear sequence of lessons divided into subchapters. "Commands" displays the command reference, which remains pretty much the same as it is now, with the exception of additional function syntax declarations for Lua. Search and index will be added, but right now I want to focus on content.

 

The sequence of tutorials is meant to start with zero knowledge of game development or programming, and teach everything you need to know, in the best possible order. It will start with editor usage, move on to simple gameplay without programming, then cover Lua scripting in depth, to the point where you never need to look at the Lua website, and finally end with several simple game examples. This design may change a bit before it's final, as I am not the person in charge of this.

 

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Research on code completion in the script editor is being conducted. I'm also getting the legal stuff set up for contracted work..

 

As for me, I am focusing on the following items right now:

  • AMD pure virtual function call. (Not really that can be done except keep hitting F5.)
  • Intel FBO error when toggling reflective water on and off.
  • Nvidia FBO performance reduction in latest driver.
  • Model editor rendering glitch in Linux.
  • Scene panel not rendering correctly in Linux with AMD cards.
  • Carving.

 

These are all slow-going items, many of which require coordination with third parties. I decided to do carving before vegetation painting because it is a simpler feature that doesn't require as much testing, whereas vegetation painting is the kind of thing that tends to lead to more feature requests.



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The docs looks great for new comers.

 

I hope these points will be covered :

- Collision types and custom types ,setting collision types, what collisions interact with others

- Pick() collision and about that you must use a collision box model as child of bones for characters ; because Pick() don't work well with the Cylinder of the character physics.

- Different way to create collision shapes (directly in The model with "collision" name, using invisible CSG, using the HitBox model, importing a Physhape.

 

 

Why not adding a video tutorial section ? poiting to the bets video tutorials.

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I think what we're going to do is embed videos in the tutorials.

 

The whole idea is one linear list of everything you need to know with super simple organization of the content.

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Really nice. I know the Command Reference right there in the editor (And not directing to the Leadwerks site) will be helpful to new and current users. I do hope you guys have a system to keep those Tutorials and Commands up to date with each update.

 

I hope the Carving feature will not be like Hammer's and will actually be helpful than ignored. Is the Vertex manipulation feature going to get shipped with it, or is it coming a tad later after the Carve feature? It's something that I'm personally looking forward to the most. :)

 

Keep up the great work, Every update to LE makes it better and more fun and interesting to use!

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Here's what I got done:

So today I:

  • Emailed AMD about the next driver release.
  • Fixed small script problem that allowed firing too soon during weapon reloading.
  • Collated my important industry contacts.
  • Attempted to find contact person at Nvidia, but failed, so I contacted them through their "Gameworks" contact page.
  • Created example for Intel and filed bug report.
  • Spent some time investigating Linux model editor render bug, no luck.

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Josh, please add a keyboard shortcut for carving otherwise it will slow down the process quite a bit.

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How about c++ tutorials?

Can existing 3rd party tutorials be made more easy to find?

Otherwise very good news.Thanks.

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I am not linking to third party tutorials because I don't know what the content is.

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Josh, please add a keyboard shortcut for carving otherwise it will slow down the process quite a bit.

 

A lot of things in the editor need keyboard shortcuts imo.

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A lot of things in the editor need keyboard shortcuts imo.

 

I would love the ability to assign keyboard shortcuts to any command I like in the editor. I use a Logitech G13 and it is awesome for working in GIMP and Blender.

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  • Blog Entries

    • By Josh in Josh's Dev Blog 1
      DPI scaling and the 2D drawing and GUI system were an issue I was a bit concerned about, but I think I have it worked out. This all goes back to the multi-monitor support that I designed back in September. Part of that system allows you to retrieve the DPI scale for each display. This gives you another piece of information in addition to the raw screen resolution. The display scale gives you a percentage value the user expects to see vector graphics at, with 100% being what you would expect with a regular HD monitor. If we scale our GUI elements and font sizes by the display scale we can adjust for screens with any pixel density.
      This shot shows 1920x1080 fullscreen with DPI scaling set to 100%:

      Here we see the same resolution, with scaling set to 125%:

      And this is with scaling set to 150%:

      The effect of this is that if the player is using a 4K, 8K, or any other type of monitor, your game can display finely detailed text at the correct size the user expects to see. It also means that user interfaces can be rendered at any resolution for VR.
    • By Josh in Josh's Dev Blog 2
      Previously I talked about the technical details of hardware tessellation and what it took to make it truly useful. In this article I will talk about some of the implications of this feature and the more advanced ramifications of baking tessellation into Turbo Game Engine as a first-class feature in the 
      Although hardware tessellation has been around for a few years, we don't see it used in games that often. There are two big problems that need to be overcome.
      We need a way to prevent cracks from appearing along edges. We need to display a consistent density of triangles on the screen. Too many polygons is a big problem. I think these issues are the reason you don't really see much use of tessellation in games, even today. However, I think my research this week has created new technology that will allow us to make use of tessellation as an every-day feature in our new Vulkan renderer.
      Per-Vertex Displacement Scale
      Because tessellation displaces vertices, any discrepancy in the distance or direction of the displacement, or any difference in the way neighboring polygons are subdivided, will result in cracks appearing in the mesh.

      To prevent unwanted cracks in mesh geometry I added a per-vertex displacement scale value. I packed this value into the w component of the vertex position, which was not being used. When the displacement strength is set to zero along the edges the cracks disappear:

      Segmented Primitives
      With the ability to control displacement on a per-vertex level, I set about implementing more advanced model primitives. The basic idea is to split up faces so that the edge vertices can have their displacement scale set to zero to eliminate cracks. I started with a segmented plane. This is a patch of triangles with a user-defined size and resolution. The outer-most vertices have a displacement value of 0 and the inner vertices have a displacement of 1. When tessellation is applied to the plane the effect fades out as it reaches the edges of the primitive:

      I then used this formula to create a more advanced box primitive. Along the seam where the edges of each face meet, the displacement smoothly fades out to prevent cracks from appearing.

      The same idea was applied to make segmented cylinders and cones, with displacement disabled along the seams.


      Finally, a new QuadSphere primitive was created using the box formula, and then normalizing each vertex position. This warps the vertices into a round shape, creating a sphere without the texture warping that spherical mapping creates.

      It's amazing how tessellation and displacement can make these simple shapes look amazing. Here is the full list of available commands:
      shared_ptr<Model> CreateBox(shared_ptr<World> world, const float width = 1.0); shared_ptr<Model> CreateBox(shared_ptr<World> world, const float width, const float height, const float depth, const int xsegs = 1, const int ysegs = 1); shared_ptr<Model> CreateSphere(shared_ptr<World> world, const float radius = 0.5, const int segments = 16); shared_ptr<Model> CreateCone(shared_ptr<World> world, const float radius = 0.5, const float height = 1.0, const int segments = 16, const int heightsegs = 1, const int capsegs = 1); shared_ptr<Model> CreateCylinder(shared_ptr<World> world, const float radius = 0.5, const float height=1.0, const int sides = 16, const int heightsegs = 1, const int capsegs = 1); shared_ptr<Model> CreatePlane(shared_ptr<World> world, cnst float width=1, const float height=1, const int xsegs = 1, const int ysegs = 1); shared_ptr<Model> CreateQuadSphere(shared_ptr<World> world, const float radius = 0.5, const int segments = 8); Edge Normals
      I experimented a bit with edges and got some interesting results. If you round the corner by setting the vertex normal to point diagonally, a rounded edge appears.

      If you extend the displacement scale beyond 1.0 you can get a harder extended edge.

      This is something I will experiment with more. I think CSG brush smooth groups could be used to make some really nice level geometry.
      Screen-space Tessellation LOD
      I created an LOD calculation formula that attempts to segment polygons into a target size in screen space. This provides a more uniform distribution of tessellated polygons, regardless of the original geometry. Below are two cylinders created with different segmentation settings, with tessellation disabled:

      And now here are the same meshes with tessellation applied. Although the less-segmented cylinder has more stretched triangles, they both are made up of triangles about the same size.

      Because the calculation works with screen-space coordinates, objects will automatically adjust resolution with distance. Here are two identical cylinders at different distances.

      You can see they have roughly the same distribution of polygons, which is what we want. The same amount of detail will be used to show off displaced edges at any distance.

      We can even set a threshold for the minimum vertex displacement in screen space and use that to eliminate tessellation inside an object and only display extra triangles along the edges.

      This allows you to simply set a target polygon size in screen space without adjusting any per-mesh properties. This method could have prevented the problems Crysis 2 had with polygon density. This also solves the problem that prevented me from using tessellation for terrain. The per-mesh tessellation settings I worked on a couple days ago will be removed since it is not needed.
      Parallax Mapping Fallback
      Finally, I added a simple parallax mapping fallback that gets used when tessellation is disabled. This makes an inexpensive option for low-end machines that still conveys displacement.

      Next I am going to try processing some models that were not designed for tessellation and see if I can use tessellation to add geometric detail to low-poly models without any cracks or artifacts.
    • By Josh in Josh's Dev Blog 0
      For finer control over what 2D elements appear on what camera, I have implemented a system of "Sprite Layers". Here's how it works:
      A sprite layer is created in a world. Sprites are created in a layer. Layers are attached to a camera (in the same world). The reason the sprite layer is linked to the world is because the render tweening operates on a per-world basis, and it works with the sprite system just like the entity system. In fact, the rendering thread uses the same RenderNode class for both.
      I have basic GUI functionality working now. A GUI can be created directly on a window and use the OS drawing commands, or it can be created on a sprite layer and rendered with 3D graphics. The first method is how I plan to make the new editor user interface, while the second is quite flexible. The most common usage will be to create a sprite layer, attach it to the main camera, and add a GUI to appear in-game. However, you can just as easily attach a sprite layer to a camera that has a texture render target, and make the GUI appear in-game on a panel in 3D. Because of these different usages, you must manually insert events like mouse movements into the GUI in order for it to process them:
      while true do local event = GetEvent() if event.id == EVENT_NONE then break end if event.id == EVENT_MOUSE_DOWN or event.id == EVENT_MOUSE_MOVE or event.id == EVENT_MOUSE_UP or event.id == EVENT_KEY_DOWN or event.id == EVENT_KEY_UP then gui:ProcessEvent(event) end end You could also input your own events from the mouse position to create interactive surfaces, like in games like DOOM and Soma. Or you can render the GUI to a texture and interact with it by feeding in input from VR controllers.

      Because the new 2D drawing system uses persistent objects instead of drawing commands the code to display elements has changed quite a lot. Here is my current button script. I implemented a system of abstract GUI "rectangles" the script can create and modify. If the GUI is attached to a sprite layer these get translated into sprites, and if it is attached directly to a window they get translated into system drawing commands. Note that the AddTextRect doesn't even allow you to access the widget text directly because the widget text is stored in a wstring, which supports Unicode characters but is not supported by Lua.
      --Default values widget.pushed=false widget.hovered=false widget.textindent=4 widget.checkboxsize=14 widget.checkboxindent=5 widget.radius=3 widget.textcolor = Vec4(1,1,1,1) widget.bordercolor = Vec4(0,0,0,0) widget.hoverbordercolor = Vec4(51/255,151/255,1) widget.backgroundcolor = Vec4(0.2,0.2,0.2,1) function widget:MouseEnter(x,y) self.hovered = true self:Redraw() end function widget:MouseLeave(x,y) self.hovered = false self:Redraw() end function widget:MouseDown(button,x,y) if button == MOUSE_LEFT then self.pushed=true self:Redraw() end end function widget:MouseUp(button,x,y) if button == MOUSE_LEFT then self.pushed = false if self.hovered then EmitEvent(EVENT_WIDGET_ACTION,self) end self:Redraw() end end function widget:OK() EmitEvent(EVENT_WIDGET_ACTION,self) end function widget:KeyDown(keycode) if keycode == KEY_ENTER then EmitEvent(EVENT_WIDGET_ACTION,self) self:Redraw() end end function widget:Start() --Background self:AddRect(self.position, self.size, self.backgroundcolor, false, self.radius) --Border if self.hovered == true then self:AddRect(self.position, self.size, self.hoverbordercolor, true, self.radius) else self:AddRect(self.position, self.size, self.bordercolor, true, self.radius) end --Text if self.pushed == true then self:AddTextRect(self.position + iVec2(1,1), self.size, self.textcolor, TEXT_CENTER + TEXT_MIDDLE) else self:AddTextRect(self.position, self.size, self.textcolor, TEXT_CENTER + TEXT_MIDDLE) end end function widget:Draw() --Update position and size self.primitives[1].position = self.position self.primitives[1].size = self.size self.primitives[2].position = self.position self.primitives[2].size = self.size self.primitives[3].size = self.size --Update the border color based on the current hover state if self.hovered == true then self.primitives[2].color = self.hoverbordercolor else self.primitives[2].color = self.bordercolor end --Offset the text when button is pressed if self.pushed == true then self.primitives[3].position = self.position + iVec2(1,1) else self.primitives[3].position = self.position end end This is arguably harder to use than the Leadwerks 4 system, but it gives you advanced capabilities and better performance that the previous design did not allow.
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