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Nice, this means we going to get a linux build soon ?
- Today
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mdgunn started following Prefabs Not Working As Expected
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Did a little test. I agree prefabs do no update as expected. My case may be different (or the same, I don't know) as I am experiencing headaches with brushes and prefabs. About 100% of the time brush based prefabs do not update as I expect and I have to delete ALL old instances and put new copies in and they will look as I hoped the update would have made them look (but did not). Here is an image of what is about to be explained. Try the following 1) Create a box, anywhere EXCEPT the centre of the world. World centre would be stupidly convenient of course so we don't do that. 2) Save as prefab. Prefab will inherit the old world position which to me feels like it probably never what you want. 3) On the original map place the prefab some where else not at world centre. If it's a brush it won's sit on surface as you might hope but rather use the root object centre. To avoid this if I use brushes to define a base of pivot . I don't want to commit to moving to a 3D program yet brushes are just fine at this stage! The pivot then interferes with the ability to edit the brushes (have to move brushes out, edit, put back under pivot etc. super painful and prone to error). Anyways....next. 4) Enter prefab and add a box or other geometry to it. Will look fine in prefab. 5) In world the box will appear based on the location of the original item. If you didn't delete the prefab source the original prefab source will gain the new geometry and the ACTUAL prefab will appear to not gain the geometry because it's getting offset back to the position of the original. This feels like a SUPER weird and confusing situation to me. In the image you can see the red box and yellow box appearing over the original green box when in the prefab they were put over the green box. Odd because it LOOKS like the original got updated (which isn't itself even a prefab at this point) and the prefab appears not to be update but it did but the objects are updated back to the original world offset and not by their relationship to the geometry inside the prefab.
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Thirsty Panther started following [ Winter Games 2025] Sheep!
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This will be my entry into the The Winter Games Tournament. My game is called Sheep!. The idea is the player plays the part of a farmer who is trying to get his sheep into a pen. I've stated creating my assets for the game. Using Blender I've created some fences , gates and Sheep. Youtube is so helpful in finding how to create these assets. The fences and gates I learnt from Himel in this video. Grant Abbitt has an introductory video in getting started with Blender. He makes some blocky Minecraft like sheep which I hope will work just fine for my game. I have some sheep sound effects from Imphenzia.com I have some music from a Humble Bundle that I purchased recently. I still have a lot to do. I need a player character. Not sure if I should make this myself or use a premade asset. Time is the limiting factor. Code the whole game. I plan to base my game around Josh's pathfinding example, but instead of the enemy (sheep) running towards the player they will run away. The player then has to herd the sheep into a pen before a timer runs out. The AI for the sheep behavior I will use Kinesis. I watched this video which explains it well. Hopefully I will have time to update this thread as I progress to getting some of those sweet sweet prizes
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If you are working with Prefabs you often want to switch between the map using the prefab and the prefab you're developing (as there is no other way to access the prefab to edit it without switching maps). The easiest way to fix this would be to put prefabs in the recent file list. You have to constantly navigate to the Prefabs directory wasting countless clicks over time. The current workaround is to add a shortcut to your current project prefab directory. Leadwerks itself should have some appreciation itself (even just by using Recent Files list) that users often want to switch between the host map and prefab.
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Qulex3 started following Code Editor
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These are useless when you're not using an English keyboard.
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haolin joined the community
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Monkey Frog Studio started following Prefabs Not Working As Expected
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I'm finding that prefabs aren't working quite as expected. I made a simple test. Numbers correspond to images attached. 1 - I created a simple map that contained one brush for the floor and the stock barrel object. The barrel is the child of the box brush. I then saved the map as a prefab. 2 - I started a new map and dragged in the prefab. Then I dragged in two more copies from the right-side panel for a total of three. Then I saved the map. 3 - I opened the original prefab file and moved the stock barrel model to a new position and saved it. 4 - I opened the previous map with the three instances of the prefab and the stock barrel model was not repositioned but maintained the original barrel position. To be sure, I exited the Leadwerks editor, restarted and re-loaded the same map. The barrel did not move. 5 - I opened the prefab file again and added a new barrel (one of my own custom models) and saved the prefab. Then I opened the map file with the three instances of the prefab. The first prefab I had originally placed showed the newly added barrel model. The original stock barrel model was still in its original position (i.e. it had not moved even though I had moved the barrel in the prefab). My expectation is that if I alter the original prefab that any map that references that prefab will update to those alterations when the map is opened in the Leadwerks editor. So far, this is not happening.
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Josh started following Code Editor
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Aren't these already the hotkeys for cut, copy, and paste, in the script editor?
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yurembo started following Code Editor
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@Josh add support for Ctrl+C, Ctrl+V and Ctrl+X
- Yesterday
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Avid joined the community
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5.0.2 beta If the world render call uses one single synced frame, then camera mouse looking will be updated in the main thread, which eliminates the latency of the rotation coming back from the rendering thread. This provides the absolute highest precision for tightly synced games. Added Window::GetMouseAxis back in. It will return the mouse position and print a warning the first time it is called, stating the command is deprecated. But old code will still compile without changes.
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Thirsty Panther started following Light
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World settings, ambient light. https://www.leadwerks.com/learn/worldsettings?lang=cpp
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Ollex619 joined the community
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5.0.2 beta I came up with a way of handling the camera mouse look feature in a way that makes things easy on the developer. If the Windows GameInput service is not available, the mouse look will be performed in the main thread using low-resolution mouse input. If the GameInput service is available, the mouse look will be performed in the rendering thread using high-DPI mouse input, and the sensitivity will be adjusted to match the current Windows mouse speed setting. This will produce the same results on the same machine, with GameInput on or off. This way you don't have to check if the feature is supported, and you can just use it without worrying. The function definition Camera::SetMouseLook is slightly different now: void SetMouseLook(bool mode, float mouselookspeed = 0.1, const float smoothing = 1.0, bool invertmouse = false, Vec2 pitchlimits = Vec2(-90, 90) ) In this build, the NuGet package GameInput is required. To do this, select the Tools > NuGet Package Manager > Manage Nuget Packages for Solution... menu item, search for "GameInput" and apply it to the project.
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How do I control the default light in the scene? Where is it created?
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Thank you so much Josh, it all makes sense now. Much appreciated for the quick response. Paul.
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Edgarel joined the community
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Artem Utrobin joined the community
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Let's consider this command line: +map "Maps/level1.map" -fullscreen If you have a word that starts with +, it takes the next parameter as the value: +map "Maps/level1.map" Values can be strings, numbers, or booleans. If you have a word that starts with - it just sets the value to true: -fullscreen So in the returned table, the value "map" would be "Maps/level1.map" and the value "fullscreen" would be true.
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Is it possible to upload this project for me to try?
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When I put a lot of rocks on the stage, I get that the model could not be loaded and the application closes.
- Last week
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Hi all, Apologies if this is a fairly straigtforward question, but can someone explain to me how the ParseCommandLine function works? I can see the -devmode parameter and I also wanted to add other parameters, including the -map parameter, but when I try to provide a value for the -map parameter, I can't seem to yield it using the standard commandLine[] method. Basically, I need to know the correct format of the command line that has the key "-map" and the name of the map to use. Is it "-map:mapname" or "-map mapname" or "-map=mapname" etc.? Thank you. Paul. [EDIT] I know this can be done simply by interpreting the string myself, but why rewrite code that has already been done for me?
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5.0.2 beta Stack reserve size in new C++ projects is increased to four megabytes by default:
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mjneefjesmjneefjes joined the community
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Another option is to increase the stack reserve size in the project settings: Properties->Configuration Properties->Linker->System->Stack Reserve Size The default value is one MB. Set this value to 4194304 to change it to four MB.
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This has something to do with the Lua binding code being too big for the stack. When I declare this before the call to LoadScene, the program works correctly: GetLuaState(); Specifically, it's crashing in the Entity class binding code, which is probably the class with the most methods.
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_sun:SetShadowmapSize(2048) No visual result in the shadows
Josh replied to Yue's topic in Bug Reports
Did you get this sorted out? -
On most situations, I get a crash when loading a map. I first discovered this on a complex project and I thought it was me doing something stupid. Turns out, on a very basic project, the problem still happens. #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, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a world auto world = CreateWorld(); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); auto scene = LoadScene(world, "Maps/Start.map"); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; } SceneCrash.7z