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  1. Today
  2. Set the debug levels to something like 6. 16 is very high and it might just be taking a long time to iterate through the stack.
  3. That's just the result of slicing objects to make multiple convex shapes. Brushes must be convex, so concave shapes are made out of multiple convex shapes.
  4. I don't use any antivirus (only the Windows one). The network is accessible. The problem is not about this project, the same occurs on every project. also, have another minor bugs, like this one where I search for a word an the editor highlight displaced:
  5. That spiral shape could be the culprit. It doesn't make sense to me, and with so many vertices, the edges are going to overlap.
  6. In the next build, tags will automatically get converted to lower-case.
  7. Will be fixed in tomorrow's update.
  8. Docs updated: https://github.com/Leadwerks/Documentation/blob/master/Lua/CreateInterface.md#remarks https://github.com/Leadwerks/Documentation/blob/master/Lua/CreateTile.md#remarks
  9. Okay, there's probably no bug but the documentation could use some extra explaination. You can create a tile or an Interface from both a single camera or a world. If it is created on a camera it will be drawn at the end of the camera render routine. If it is created on the world, it will just get drawn last, after all cameras have drawn. You had one object being created on a camera and one on the world, so it switched the drawing order around. Additionally, when you position a tile you can just provide two coordinates (x and y) unless you are using Z to sort the order. #include "Leadwerks.h" using namespace Leadwerks; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Leadwerks", 0, 0, 1280 * displays[0]->scale, 720 * displays[0]->scale, displays[0], WINDOW_TITLEBAR | WINDOW_CENTER); auto framebuffer = CreateFramebuffer(window); auto world = CreateWorld(); auto camera = CreateCamera(world); camera->SetClearColor(Vec4(0.125f, 0.125f, 0.125f, 1)); //Load a font auto font = LoadFont("Fonts/arial.ttf"); //Create user interface auto ui = CreateInterface(camera, font, framebuffer->size); ui->background->SetColor(0,0,0,0);// make background transparent //Create widget iVec2 sz = ui->background->ClientSize(); auto button = CreateButton("Button", sz.x / 2 - 75, sz.y / 2 - 15, 150, 30, ui->background); auto tile = CreateTile(camera, 100, 100); tile->SetColor(0, 1, 0); float x = framebuffer->size.x / 2 - tile->size.x / 2; float y = framebuffer->size.y / 2 - tile->size.y / 2; auto target = Vec2(x, y); while (!window->KeyDown(KEY_ESCAPE) && !window->Closed()) { while (PeekEvent()) { const Event event = WaitEvent(); switch (event.id) { case EVENT_KEYDOWN: if (event.data == KEY_RIGHT) { target.x = x + tile->size.x; } else if (event.data == KEY_LEFT) { target.x = x - tile->size.y; } else if (event.data == KEY_UP) { target.y = y - tile->size.y; } else if (event.data == KEY_DOWN) { target.y = y + tile->size.y; } break; default: ui->ProcessEvent(event); break; } } x = Mix(x, target.x, 0.05f); y = Mix(y, target.y, 0.05f); if (abs(x - target.x) < 0.1f) x = target.x; if (abs(y - target.y) < 0.1f) y = target.y; tile->SetPosition(x, y); world->Update(); world->Render(framebuffer, true); } return 0; }
  10. Yes, so it works, that was the step I did to convert each file individually and it works, what I did was take the material and do the automatic conversion of all of them, but it didn't work.
  11. I right-clicked on each of these files, selected "Convert to DDS", and each one worked with no issues. What steps do I have to perform to make an error occur?
  12. Some more information: The GUI system uses tiles to draw, when used with a 3D framebuffer. The tile order starts at 10,000. Perhaps I accidentally reversed the sort order? I will test further and solve this...
  13. I was able to prevent the crash. This isn't perfect, because there are some gaps being created by the carve operation. However, thsi always happens with complex boolean operations, and it is much preferable to making the application crash. This will be included in the next build that goes up on the beta branch.
  14. Yesterday
  15. Done, wait for the docs system to recache.
  16. It appears the breakpoint is hit but the information is not being received by the editor, so those menu items and buttons never get enabled. In Tools > Options > General, what is you debug level setting set to? Do you have antivirus software preventing the game or editor from accessing the network? This is how they communicate with each other. If you just set a breakpoint somewhere near the beginning of main.lua, does the debugger ever display in the script editor? Is it possible to upload this project so that I can test it?
  17. I tried to make the problem occur, but this map works fine with VR and a directional light. Built using the VR game template. vrdirlighttest.zip In order to test this further I will need a map to test that produces the error.
  18. Step one was to just test the default template, which uses a single box lighting. Everything is fine there...
  19. Can you please attached the image that causes this problem so that I can try it? Thank you.
  20. As of version 5.0.1 we no longer use an environment variable for C++ compilation. The path to the Leadwerks install directory will now be stored in a property sheet in a new Visual Studio project.
  21. I try to set breakpoints on VSCode but the game doesn't stop on it., then I was trying on the Leadwerks IDE and the game stops ok on the breakpoint, but I can't Continue, Step or do anything except stop the game. Also, sometimes (like this one) the IDE buttons have,'t tootips.
  22. Happy Holidays Everyone, Here's another brand new music track on my Fantasy 13 page: "DREAMING OF FARAWAY PLACES" https://soundimage.org/fantasy-13/ As always, it's 100% free to use with attribution, just like my thousands of other music tracks and sounds. Enjoy and have a safe holiday. :-)
  23. Last week
  24. Hi everyone! This is Yue. I’m continuing my journey in the Winter Games Tournament with my project: "Ingenuity Legacy". This is a very personal project for me, a tribute to that brave little helicopter, and today (Day 3) was a rollercoaster of emotions and code. I wanted to share my progress because today the project stopped feeling like a "floating mesh" and started feeling like a real machine with weight and soul. Here is what I achieved today using Lua in Leadwerks 5: Rotor Inertia & Visuals: I implemented the visual rotation of the coaxial blades. It's not just a simple loop animation; the rotation speed is code-driven by an inertia variable. When I toggle the engine off, the blades don't stop instantly—they keep spinning and slow down gradually over 30 seconds, simulating the momentum in the low-density atmosphere. Real Martian Physics: I abandoned the arcade approach (0 gravity). Now, the helicopter has a constant gravity of -3.71 (Mars gravity). The engine script calculates "Lift" based on the rotor RPM. If the engine power drops, gravity wins, and the drone falls realistically. It feels heavy now! The 24-Meter Ceiling: Did you know the real Ingenuity had a max altitude of roughly 24 meters? I implemented a "thin atmosphere" logic. If the player tries to go higher, the lift force decreases smoothly. No invisible walls, just physics saying "no more air here." Dynamic Audio: I added a drone loop that changes Pitch and Volume based on that same rotor inertia. It sounds like a giant mosquito now, very immersive! The "Bug" of the Day (The Funny Part): I spent a good amount of time fighting with the Audio. I used EmitSound, but the sound was being left behind at the spawn point (0,0,0). I tried to force SetPosition on the speaker every frame, but it was messy. Then, I realized something absurdly simple: I had created the Mouth (the Speaker on the drone), but I forgot to tell the engine where my Ears were! 😂 One simple line saved the day: _camera:Listen(). Now the audio works perfectly in 3D space. Sometimes the solution is just telling the engine: "Hey, put my ears on the camera, please!" I'm really enjoying the process and learning a lot about the new API. Thanks for reading! - Yue
  25. That command is not documented.
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