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Leadwerks at I/ITSEC 2019

Josh

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I'm back from I/ITSEC. This conference is basically like the military's version of GDC. VR applications built with Leadwerks took up about half of Northrop Grumman's booth. There were many interesting discussions about new technology and I received a very warm reception. I feel very positive about our new technology going forward.

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I am currently reworking the text field widget script to work with our persistent 2D objects. This is long and boring but needs to be done. Not much else to say right now.

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I was there. I wished I had known about the displays showing example of Leadwerks projects.  There was a ton of VR stuff this year.  

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9 hours ago, CyberpunkFan said:

I was there. I wished I had known about the displays showing example of Leadwerks projects.  There was a ton of VR stuff this year.  

I'm curious, what company are you involved with?

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  • Blog Entries

    • By Josh in Josh's Dev Blog 6
      An often-requested feature for terrain building commands in Leadwerks 5 is being implemented. Here is my script to create a terrain. This creates a 256 x 256 terrain with one terrain point every meter, and a maximum height of +/- 50 meters:
      --Create terrain local terrain = CreateTerrain(world,256,256) terrain:SetScale(256,100,256) Here is what it looks like:

      A single material layer is then added to the terrain.
      --Add a material layer local mtl = LoadMaterial("Materials/Dirt/dirt01.mat") local layerID = terrain:AddLayer(mtl) We don't have to do anything else to make the material appear because by default the entire terrain is set to use the first layer, if a material is available there:

      Next we will raise a few terrain points.
      --Modify terrain height for x=-5,5 do for y=-5,5 do h = (1 - (math.sqrt(x*x + y*y)) / 5) * 20 terrain:SetElevation(127 + x, 127 + y, h) end end And then we will update the normals for that whole section, all at once. Notice that we specify a larger grid for the normals update, because the terrain points next to the ones we modified will have their normals affected by the change in height of the neighboring pixel.
      --Update normals of modified and neighboring points terrain:UpdateNormals(127 - 6, 127 - 6, 13, 13) Now we have a small hill.

      Next let's add another layer and apply it to terrain points that are on the side of the hill we just created:
      --Add another layer mtl = LoadMaterial("Materials/Rough-rockface1.json") rockLayerID = terrain:AddLayer(mtl) --Apply layer to sides of hill for x=-5,5 do for y=-5,5 do slope = terrain:GetSlope(127 + x, 127 + y) alpha = math.min(slope / 15, 1.0) terrain:SetMaterial(rockLayerID, 127 + x, 127 + y, alpha) end end We could improve the appearance by giving it a more gradual change in the rock layer alpha, but it's okay for now.

      This gives you an idea of the basic terrain building API in Leadwerks 5, and it will serve as the foundation for more advanced terrain features. This will be included in the next beta.
    • By Josh in Josh's Dev Blog 1
      Here are some things I did in the last couple days to fix a computer that was basically unusable.
      It seems that Superfetch was rebranded to "SysMain" in an update and automatically re-enabled. If your computer is grinding away either the CPU or disk usage while doing nothing, this is the culprit. Disable it in Windows services.
      The XBox games bar is suspect. I recommend disabling it now that FRAPS supports Vulkan.
      Some features in Visual Studio are making it unusably slow.
      In Project settings > Link > Debugging, set "Generate Debug Info" to "DEBUG:FASTLINK" (in the debug build only) for faster linking.
      Disable these two settings in the general program Options:
      Enable Diagnostic Tools while debugging Show elapsed time PerfTip while debugging
    • By Josh in Josh's Dev Blog 0
      A new beta is uploaded with lots of new features and improvements. Things are really taking shape!
      Animation is now supported and it's really fast. Two examples are included. Package loader plugins now supported, VPK package loader for Source Engine games included with example. Added localization example. Shaders folder very neatly organized, now contains shader family files. Config folder eliminated. Engine headers cleaned up and organized. Lots of third party libraries removed. SVG texture loader removed. Printed console output is now much quieter. Current directory is stripped from load messages. DebugError() command renamed to RuntimeError(). DebugWarning() command renamed to Warning().
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