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  2. wow how could you create that road !! look awesome
  3. Yesterday
  4. Thanks for your help. Teleport does not work with the Oculus Rift S in Leadwerks.
  5. AABB::Grow() and AABB::Shrink() commands would be useful.
  6. I don't think you can move forward unless you indicate a jump spot to move. It's like marking the position and then appearing in that place. I don't know about that technology, but it seems that it's up to a command to establish that position.
  7. Hello, I bought the Oculus Rift S today. When I start the virtual reality Map in Leadwerks, I can't move forward. I can only look around but not move forward. What do I have to do to move forward in virtual reality?
  8. I put some Pivots in Editor around my map and attach a script to each of them, here is the script function Script:Start() self.entity:SetKeyValue("type","spawnPosition") end In spawn.php //#include <iostream> was on top //#include <list> was on top std::list<Entity> spawnPosition; for (int x = 0; x < world->CountEntities(); x++) { Entity* entity = world->GetEntity(x); if (entity->GetKeyValue("type") == "spawnPosition") { spawnPosition.push_back(entity); } } and I got this error Severity Code Description Project File Line Suppression State Error C2664 'void std::list<int,std::allocator<_Ty>>::push_back(const _Ty &)': cannot convert argument 1 from 'Leadwerks::Entity *' to '_Ty &&' CSCDVMP d:\google drive\w3ateam\game development\cscdvmp\projects\windows\playerclass.cpp 160 what is the right way?
  9. No matter what values you enter, the blue mesh does not appear.
  10. Last week
  11. 1] First step: Adapting the Spline tool to build what we need: I combined some of the possibilities that offers the Spline Tool (great thing) to obtain all this in one: - Cars align and follow the roads (rotation) - While using Physics, and so collisions - While using reverse travel (cars go back on the road) 2] next step: - We need speed cars in this game, beautiful , well smoothed, and challenging that can drive a few rounds on a loop racing road, here it is: I'm just thinking there is no way to overtake this car ! So we have here a nice challenging game. Next step will be build a playable race car, maybe able to overtake this.
  12. Want I want is exactly what you have done with your character controller, but align to different gravity directions. What I'm doing to try and achieve it is this; Create Capsule Shape Apply constant force of gravity On Actor::Collision(); Store collision point and normal Store collision time Turn off gravity Set Velocity to 0 On UserInput to move; Create Plane with the normal and position Use angle of character to find a point exactly 1 unit away Intersect the plane with a ray aligned with gravity at that move point Move capsule with SetVelocity() or PhysicsSetPosition() In Actor::UpdateWorld(); Use PhysicsSetRotation() to align the capsule with gravity Speed = GetVelocity().Length() If speed is not 0 and the collision time is greater than 100ms ago, enable gravity. Using a kinematic joint has the same problems as above but with the addition of slowly rotating to align with gravity and not being snappy when moving to the target unless mass is really really low. I've also tried, setting the collision response off for the capsule and finding all entities in the AABB around the capsule, and ray casting each shape to find the collision point. This work smoothly and was great except FPS dropped from 100 to 70 (just with one Pick per frame as it was moving) so this was not ideal. The fact that this worked told me that the problem lies with the capsule still colliding with the ground as I move it. I think what I want can only be done under the hood with newton commands.
  13. I'd like Environment Probes to have the climber as well as the brush. To correctly manipulate the space they occupy.
  14. I don't understand what behavior you are describing, but I think that only the character controller is appropriate for characters. If you try to do it with realistic physics there will always be some unwanted behavior caused by the forces used to keep the object upright.
  15. Ah okay. But it will still flex around when it is hit, which isn't ideal for a character controller.
  16. You only need to set the target rotation once really. The joint will continually move to that orientation.
  17. Ah I see what you mean now. I got it to work but the kinematic joint still gives me trouble where the object will drag across the ground and jitter. I think the problem is, it drags and gets a new rotation, and then next frame the target rotation is set, causing a jitter between the two. Is Joint::Vector() able to be moved at all? I know it can be moved around if something hits it, but I want to add forces to it...
  18. You should set the rotation not the position: https://www.leadwerks.com/learn?page=API-Reference_Object_Joint_SetTargetRotation
  19. Lets verify/debug this a bit im curios, do this steps: delete gworld run Forth.exe +levelload 3 just exit game , dont press anything else Post content of gworld in this thread I want to see the exact content, we using some library that serialize lua tables to disk (https://github.com/pkulchenko/serpent) , maybe is a problem there. After this steps , run forth again normally (double click forth.exe) and press continue , it still loads level 1 ?
  20. I've tried this but it doesn't work for me. I'm calling SetTargetPositon() but else where I'm calling AddForce() to the child of that joint to simulate gravity. This seems like it may be bad?
  21. Unfortunately the +levelload command doesn't seem to work for me. It starts up but I just end up on start.map. Maybe some AMD issue is somehow still having a problem. I'll see if I can figure it out.
  22. How to realease things properly in Leadwerks is not well documented and something I'm a bit unsure about. In general for 3D assets I hide them wait a while then release them. For sounds, not sure what the rules are too well. If you still have trouble let me know and I'll have a dig around.
  23. Another very productive day! Vulkan renderer is getting more solid, worked out keyframe interpolation in the render frames, and it's all working well. The new engine is a complex machine.

    1. Lethal Raptor Games

      Lethal Raptor Games

      Glad it's all working out.  Turbo will be a beast.

  24. I return to leadwerks cpp learning process and I did not find any example file like in tutorial, so that I can't learn from it https://www.leadwerks.com/learn?page=Tutorials_CPP_Actors This should be fixed. or the example code should be put into this tutorial page, maybe Josh is too busy to fix this
  25. Use a kinematic joint and set the angular friction to zero: https://www.leadwerks.com/learn?page=API-Reference_Object_Joint_SetFriction
  26. The BaseActor class i use to derive actors from. Use it just like you would use a entity script. Attach actor to a entity. baseActor = new BaseActor(); entity->SetActor(baseActor); BaseActor.h #include "Leadwerks.h" using namespace Leadwerks; const enum class ActorType : char { Base, Player, NPC}; class BaseActor : public Actor { //Built-in extendable functions // //virtual void EndAnimation(const int sequence); virtual void Sleep(); //virtual void Wake(); virtual void Attach(); //virtual void Detach(); //virtual void Collision(Entity* entity, const Vec3& position, const Vec3& normal, float speed); virtual void UpdateWorld(); virtual void UpdatePhysics(); //virtual void UpdateMatrix(); virtual void PostRender(Context* context); //virtual void Draw(); //virtual void DrawEach(Camera* camera); //virtual void ReceiveSignal(const std::string& inputname, Entity* sender); public: ActorType actorType = ActorType::Base; BaseActor(); virtual ~BaseActor(); }; BaseActor.cpp #include "BaseActor.h" BaseActor::BaseActor() { } BaseActor::~BaseActor() { } void BaseActor::Attach() { // //System::Print("BaseActor Attached."); } void BaseActor::Sleep() { // //System::Print("BaseActor Sleep."); } void BaseActor::UpdateWorld() { //System::Print("BaseActor UpdateWorld."); } void BaseActor::UpdatePhysics() { //System::Print("BaseActor UpdatePhysics."); } void BaseActor::PostRender(Context* context) { // }
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