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Josh started following Why NavAgent:Navigate always return false?
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It probably means that there is no path to the point you are trying to reach. There are some additional parameters for the function that let you There are two optional paramters I need to add to the docs that give more control: virtual bool Navigate(const dFloat x, const dFloat y, const dFloat z, const int maxsteps = 100, const float maxdistance = 1.0f); However, the default values for these arguments usually provide good results. This suggests that you are trying to navigate to a position that cannot be reached because something is blocking it, so the closest point on the navmesh to your destination is greater than maxdistance.
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yurembo started following Why NavAgent:Navigate always return false?
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It looks like creating a NavMesh doesn't require much code. First, create the NavMesh in the editor, then write the following code: --First, Zombie_Head:Load is called, then Zombie_Head:Start function Zombie_Head:Start() zombie = Model(self) zombie:Animate("idle") if self.navmesh then self.agent = CreateNavAgent(self.navmesh, 0.5, 0.5) self.agent:SetPosition(self:GetPosition(true)) self.agent:SetRotation(self:GetRotation(true).y) self:SetPosition(0, 0, 0) self:Attach(self.agent) self.navmesh:SetDebugging(true) end end function Zombie_Head:Load(properties, binstream, scene, flags, extra) self.navmesh = nil if #scene.navmeshes > 0 then self.navmesh = scene.navmeshes[self.navmeshindex] end return true end then you should call NavAgent:Navigate like so: -- to move a Zombie to a main character's position after a mouse click function Zombie_Head:Update() if window:MouseHit(MOUSE_LEFT) then p1 = self.agent:GetPosition(true) p2 = self:GetPosition(true) --window.text = tostring(p1.x) .. " | " .. tostring(p1.y) .. " | " .. tostring(p1.z) window.text = tostring(self.agent:Navigate(p1)) self.agent:SetMaxSpeed(2) end end But self.agent:Navigate(p1) always returns false and a character doesn't move.
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An update on where I'm at. I've imported a farmer model by Imphenzia from his Crispoly character set. With only just over a week to go I don't have the time to make my own farmer character. I imported him into Miximo and added an Idle, walk, run and dance animations to the model. I then imported the character and animations into Leadwerks. I found Josh's 3rd Person character script and attached to the farmer. ThirdPersonControls.lua I needed to make some minor changes to the script so that the speed of the animations ran in synch. I also had to reverse the direction the camera faces as Miximo characters imported in Leadwerks face the opposite direction to the Leaderks default. Next I started on the AI script for the Sheep behavior. My initial idea was to keep it simply and just have the sheep randomly change direction and jump in that new direction. I got this idea from Thin Matrix who used a similar technique in his game Equilinox. He used this as a way of hiding his poor animation skills and moved his animals using code. So I thought it would work for me as well. Unfortunately my programing skills are nowhere as good as his and I ended up having a number of problems with it. The sheep would fall through the ground ( no collider on the sheep), they would disappear ( no idea why) or they would just slide across the map. Funny as it was to watch, it wasn't getting my game done. I'm now just using "turn" and "move" to give movement to the sheep. I still need to add the influence of the farmer and I like the sheep to "flock" to make the game feel more realistic. Hopefully I can get all this done in the next week. I'm really enjoying getting back into making a game. The last few years I've spent watching Josh develop Leadwerks 5. I'd mess around with the vegetation system or the tessellation system but Leadwerks was never stable enough to spend time creating a game on. I'm also enjoying seeing what others are working on as well. All the best to the other developers who have entered the tournament.
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Several suggestions for adding features to the editor
Unstable Fusion replied to Unstable Fusion's topic in Suggestion Box
Wow, thank you) - Yesterday
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Josh started following Scene::Load & Scene::Save and Several suggestions for adding features to the editor
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Several suggestions for adding features to the editor
Josh replied to Unstable Fusion's topic in Suggestion Box
https://www.leadwerks.com/learn/booleanops -
The Scene class members Save and Load are not in the documentation because the feature did not make it into the final version. It's not a supported feature for now.
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View File Nerva In Nerva, two powers collide across the battlefield. Players must expand their influence by capturing neutral territory, strengthening their positions through geometric connections, and hunting for the enemy’s hidden King. Strategy is key: do you spread thin to find the King, or build a fortified tower that cannot be breached? Submitter aiaf Submitted 01/10/2026 Category Games
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3 downloads
In Nerva, two powers collide across the battlefield. Players must expand their influence by capturing neutral territory, strengthening their positions through geometric connections, and hunting for the enemy’s hidden King. Strategy is key: do you spread thin to find the King, or build a fortified tower that cannot be breached? -
Geff joined the community
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I understand: another editors can save animations in glb files, but an internal editor cannot.
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Yue started following Minimal detail, grid in the model viewer.
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I would like the grid to be displayed in the model viewer, to have as a reference when moving a model to the center of the world, above it and things like that, it would be a visual reference
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Josh started following [Winter Games 2025] Escape from Vostorg
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Leadwerks will load animations from glTF files. You can open the glTF file in another program to see if animations are included.
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Unstable Fusion started following Several suggestions for adding features to the editor
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There are several suggestions for adding features to the editor: 1. The ability to change the grid colors in projections (as in Leadwerks 4). 2. The ability to detach projection views from the main window, for example, to place them on the second, third, etc. monitor. 4. I did not find an opportunity to apply subtractive geometry (as in Leadwerks 4) 5. I missed point 3. Sorry . Thanks for attention.
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I use assets from Unreal Engine 5 as a source for static objects. In this case, you can limit yourself to completely free asset sets, or you can purchase assets you like; fortunately, the Unreal Engine Marketplace offers a huge number of excellent assets. Unreal Engine has a poor saving of objects in the FBX format. The objects it creates come out without materials, which is very bad. I have to save objects in the GLB format (fortunately, Leadwerks 5 can load objects from this format). However, in this case, animations are not saved in the asset; at least, Leadwerks 5 cannot load animations from this format. However, the resulting static objects are cool, perfect for decorating your game levels. Furthermore, in Leadwerks, you can create collisions for such an object, making it a functional addition to your game. As I mentioned above, Leadwerks 5 can load both formats: FBX and GLB (GLTF). But animations can only be in the first of these. I'm not sure if this is a format limitation, or if @Josh hasn't finished the loader yet, but that's the current situation. I hope @Josh can clarify the situation. However, Leadwerks 5's native format is MDL. Therefore, it makes sense to use the engine's internal converter to convert every object used in the game from the above formats to MDL. Not only you can save added object collisions in MDL, but objects saved in MDL load faster. If you have any other art sources, please share them in the post below. I'd be very interested and helpful. And it would be really cool!
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pxdevz joined the community
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trashcanuseful started following Winter Games 2025
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An amazing intangible idea embodied in a tangible marketing charity campaign for the work of mastering the value of programming and modeling embodied in the value of man as a creator. [Яндекс Translator is used]
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- Last week
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Scene::Save and Scene::Load seems to be not working.
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One of the main challenges for a solo video game developer is art. It's no secret that any game, even a tiny one, needs hundreds of megabytes of images, models, textures, music, sounds, video installations and other digital data to make game worlds interesting, exciting and entertaining, sometimes funny, sometimes scary, but always emotional. And since a solo developer works alone, he has to create all these digital things himself. When you work in a team where all the roles are distributed, you can do the most interesting thing for you, for example, programming, and let your colleagues do other, more boring things. But an indie developer is deprived of such a privilege, but he has the entire vision of the project at his disposal. For our specific case of participating in a gamejam, you can use additional services. I'm not calling for buying art for evergreen dollars. Especially at the beginning of the jam @Josh allowed us to use any art on the condition that the license for it would not be violated. I want to share some very cheap or completely free art sources that I use to develop my game. To create dynamic objects: characters, enemies, NPCs, I use a well-known website Mixamo.com . It can be used completely free of charge. On the Characters tab, select the prepared character, then on the Animations tab, select the desired animation for it. Ready! The character is animated! Now you can download the character along with the animation to your computer in FBX format (using the Download button). On Mixamo.com dozens of characters and even more animations have been prepared. In addition, you can create additional two-legged characters in Fuse, which can be downloaded for free on Steam. Please note that the skeleton in Mixamo is intended only for bipedal upright characters.
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https://youtu.be/kTVZ2PfCHk8
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The scene object is passed in the script Load function. You can get the navmesh there.
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OK, I'll consider this file. How can I get a map from the file? While I'm reading the source code I see that Map and Scene are the same.
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I don't remember what caused the file to break. I'm just letting you know so you know.
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Hi, I cannot investigate this unless there is a reliable way to produce the error.