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mecheconleche changed their profile photo
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The skew function seems to be down, acting like the translate function.
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NASA is looking for a Leadwerks programmer and a 3D artist
Marcousik replied to Josh's topic in General Discussion
I don't full understand why should NASA want to make games ??? Simulations ? -
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Yue started following NASA is looking for a Leadwerks programmer and a 3D artist
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NASA is looking for a Leadwerks programmer and a 3D artist
Yue replied to Josh's topic in General Discussion
Sounds great, unfortunately I don't meet any requirements. - Yesterday
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NASA is looking for a Leadwerks programmer and a 3D artist
Josh replied to Josh's topic in General Discussion
I know because I wrote the estimate for this project. 😉 -
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Got a new laptop to replace my temperamental old one. Just installing all my apps, including Github desktop and the Forth project, and hope to be back up to speed this weekend. Been following your progress on Discord and looking forward to joining in.
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Zondomber joined the community
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martyj started following NASA is looking for a Leadwerks programmer and a 3D artist
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NASA is looking for a Leadwerks programmer and a 3D artist
martyj replied to Josh's topic in General Discussion
Out of curiosity, what's the pay? Do you have a ballpark estimate? -
Slastraf started following Development kickstart
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Can I get a reply by everyone who will be able to do anything Project related sometime soon ? Aiaf and me made much progress in the last week. I would be happy if some of you got time soon. We are also rewriting the game design document, and have some solid plans. (Some of them like fps hands + animation and some atttacks already there). Also otherwise Design related improvements that make the game easier for us to make and more playable and fun.
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They're defiantly worth it. Though I have noticed that I can't use post processing effects with mine... I'll probably post something in tech assistance soon.
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I did watch that tutorial. It was pretty good. I grabbed that Day/Night shader. I was hoping it had the rain shader attached to it. I found this snow shader online and was able to get it working but I can't figure out how to get rid of the grey background. It works as a PostEffect but pretty much useless thus far. #version 400 uniform float currenttime; uniform vec2 buffersize; float time=currenttime/1000.0; out vec4 fragData0; float snow(vec2 uv, float scale, float time) { float w=smoothstep(1.0,0.0,-uv.y*(scale/10.0));if(w<.1)return 0.0; uv+=time/scale;uv.y+=time*2.0/scale;uv.x+=sin(uv.y+time*.5)/scale; uv*=scale;vec2 s=floor(uv),f=fract(uv),p;float k=3.0,d; p=.5+.35*sin(11.0*fract(sin((s+scale)*mat2(vec2(7,3),vec2(6,5)))*5.0))-f;d=length(p);k=min(d,k); k=smoothstep(0.0,k,sin(f.x+f.y)*0.01); return k*w; } void main(void) { vec2 uv=(gl_FragCoord.xy*2.0-buffersize.xy)/min(buffersize.x,buffersize.y); float c=smoothstep(1.0,0.3,clamp(uv.y*.3+.8,0.0,.75)); c+=snow(uv,30.0,time)*.3; c+=snow(uv,20.0,time)*.5; c+=snow(uv,15.0,time)*.8; c+=snow(uv,10.0,time); c+=snow(uv,8.0,time); c+=snow(uv,6.0,time); c+=snow(uv,5.0,time); vec3 finalColor=(vec3(c)); fragData0 = vec4(finalColor,1.0); } //vertex #version 400 uniform mat4 projectionmatrix; uniform mat4 drawmatrix; uniform vec2 offset; uniform vec2 position[4]; uniform float currenttime; in vec3 vertex_position; out float time; void main(void) { gl_Position = projectionmatrix * (drawmatrix * vec4(position[gl_VertexID]+offset, 0.0, 1.0)); }
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tipforeveryone started following NASA is looking for a Leadwerks programmer and a 3D artist
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NASA is looking for a Leadwerks programmer and a 3D artist
tipforeveryone replied to Josh's topic in General Discussion
Only US or International recuitment ? Edit: Oh, I read again and notice that it is only US -
No, I use shader storage buffers for pretty much everything.
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For billboards?
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Ooh cool. I’m doing something similar.
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I'm using shader storage objects to store precalculated billboard data for my trees. Faster than using trigonometry functions. 😉
- Last week
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ilodev joined the community
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Josh started following Shader->GetProgram()
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I’m curious, what the heck are you doing with the GL shader object?
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I think a while back I just used the wobble.shader in the stock assets. The trick is checking if the camera is below the world's water level and applying/removing the effect respectively. You can also use the engine fog system with the wobble shader and get a decent result.
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Just the one that Leadwerks activates when you add water to a scene. If you move the camera underwater, there is no blue/swaying effect at all. By the way, shadmar uploaded a version to dropbox some months after that discussion Thirsty Panther linked. The post is here: https://www.leadwerks.com/community/topic/10334-day-and-night-cycle-shader/?do=findComment&comment=106706 I believe that's the latest version but someone let me know if that's not the case.
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NASA is looking for a Leadwerks programmer and a 3D artist
reepblue replied to Josh's topic in General Discussion
Really interesting, Although I have a current day job, I'm always looking for new opportunities. Gonna hold on a PM for right now but you know my work I've done with Leadwerks and my YouTube channel has the rest of my history. -
Slastraf started following PlayAnimation() blend value usage ???
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It was fixed. Please ignore / remove this thread
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Here is a Youtube series on shaders using Leadwerks. Shadmar removed his shaders sometime ago. He was unable to update them to the workshop and the developed some glitches. Maybe he might like to fix them and sell them on the market place
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You don't happen to have Shadmar's shader pack that had rain and day/night cycle do you? or know where I can get it?
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Ah ok. What's the one you were talking about earlier that comes with Leadwerks but doesn't look very good? I have the Shadmar shader. But I wanted to compare it to something else so that I can learn shaders. When I look at it it just looks like nonsense to me. I wish there were more tutorials and shader packs I could get my hands on so I could mess with them.
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I think this is the post you a referencing: https://www.leadwerks.com/community/topic/17103-infiniteviewrange-navmesh-issues/?do=findComment&comment=111417 I only noticed the strange navmesh generation by code but could easily have other negative effects. To be fair, SetWorldSize is undocumented though BuildNavMesh is official.
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NASA is looking for a Leadwerks programmer and a 3D artist
Josh replied to Josh's topic in General Discussion
Both are important but can be learned. In my view the most important thing is a good portfolio showing you know how to make games. -
Oh ok. I'm not sure what that one is meant to do but I noticed that it's not under the Post Effects folder (if I add it to a scene in the editor, it seems to stop updating). I've been using one that shadmar shared online and possibly on the workshop.