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Posts posted by Josh
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System::GetMmemoryUsage will only return perfect results on Windows in debug mode, FYI.
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This is not part of the official API:
http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/context/
It will probably be finished and documented in the future, but I need to focus on the supported features for now.
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Well you're missing the Surface::UpdateAABB call right now, and it is required:
http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/model/modelcone-r348
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Try adding this to the end of the RectangleTesselator::Computer function:
surface->UpdateAABB();
I am curious why you are duplicating the built-in terrain. That paper is describing almost the same exact technique I implemented. (Their geometry approach is a little different, but it looks like the texturing technique is identical.) Not that I mind.
Their geometry approach is nice in that it would only require a few passes, although it would be more restrictive with LOD distances and max view range. Something to think about at some later point...
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It's hard to say without seeing your code.
If the local AABB is correct then the engine will automatically adjust the global and recursive AABBs whenever things move. There is also a cull distance command that will make them disappear a certain distance away.
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The height-based blend technique used in the Leadwerks 3 terrain shader would work really well for this. You would get crystals of snow appearing first, then larger clumps, then full coverage. The math is pretty straightforward so you should be able add it to the Leadwerks 2 shader.
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I'm just a little frustrated that Intel/Windows is still stuck in the same problem it was almost ten years ago.
There's also some really interesting developments going on in Linux graphics but I am under NDA.
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I'm thinking public code should be okay to use, since everyone has access to it, but it's Aggror's call.Would we be allowed to use the GUI system I created for c++?
http://www.leadwerks.com/werkspace/topic/6407-le3-c-tjui/page__hl__tjui
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Bear in mind if something is not documented it may not work completely, or may be subject to change in the future. For example, wireframe rendering does not work on mobile devices.
If you are fine with that, feel free to poke around the headers and discover secret features.
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Linus was criticizing Nvidia for not programming switching between an integrated Intel graphics chip and the NVidia card, dynamically. This caused Linux laptops with NVidia cards to always use them, leading to shorter battery life.
Leadwerks 2 would not have run on an old integrated graphics chip, either.
For both ATI and NVidia, the proprietary drivers are far better than the open source alternatives.
There is a lot of interesting things going on behind the scenes with regards to the software and hardware for Linux gaming. It's very exciting to be working together with other companies to seize our own destiny out of the jaws of Windows 8.
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Those games are all DirectX games. Intel's support for OpenGL is pretty poor. Even when Leadwerks is released for Linux you will need a GPU to take advantage of it. Or even an AMD APU, which are like Intel integrated graphics except not terrible.
Crippling OpenGL is one of the tricks MS and Intel use for vendor lock-in, whether it's intentional or just out of negligence.
You can get a GPU with 100x the performance you have now for less than $100.
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I love them.
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Math::Sqrt() is also there.
And this:
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Is there material specular color white (255,255,255,255)?
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The plan is to create a post-processing list in the editor and then you can just add effects like fog, SSDO, and whatever other crazy effects Shadmar makes.
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It is not presently. It could be done for non-AI characters, but AI characters with different heights would require different navmeshes for each height.
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You run into problems like characters on two different navmeshes not avoiding each other. So at this time I am not going to try to make it more complicated than that. I think you will find characters of very different sizes can use the same size physics. I see this all the time in AAA games.
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I think we found the culprit.
I would just wait for 3.1 running natively on Linux, and you can say goodbye to WINE.
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1. From what I understand in the past Leadwerks has had a mix of paid and free updates. Is this going to continue?
Our business model is to release paid updates every 9-12 months, with free patches in between for bug fixes and small enhancements.
2. I am not a programmer however I am an 3D Artist. Are there Programmers here willing to deal with my concepts? Just as long as I am willing to produce art for the project.I think you will find there are a lot of programmers here who need an artist to work with.
4. Will the Ubuntu Linux exporter be included in the 200.00 purchase for leadwerks as an free upgrade?Leadwerks 3.1 is scheduled for release in December, at which point Linux support will be included. It will not be included in the current version 3.0, so you may want to wait until December.
5. I have come from a relatively negative community *Cough* CryDev *Cough*. how positive is the Leadwerks community? I know that this is rather silly to ask. But when someone needs help and they just "troll" you till you leave both in PM and the recruitment thread you made. It is rather not helpful... So you can see why I left CryDev.I don't know anything about the Crytek modding community, although I am a fan of Crytek. I think you will find the community is generally very helpful.
1. Does leadwerks 3 have support for terrain stitching via code or via GUI? From what I understand terrain was just added in.Our system uses one terrain per scene so there is no need to stitch separate pieces together.
2. Does leadwerks 3 have support for multiple LOD (Level of Detail) Models?It's not built in yet, because it's not that high-priority, but it's fairly easy to add in the future.
3. Does leadwerks 3 have support for game controllers/Game Pads?Not built in, but when the OUYA support is added we will need a general API for game controllers. It would make sense to add PC controllers at the same time, especially with the upcoming SteamBox console.
Since Leadwerks is a C++ library it is fairly easy to integrate game controllers APIs in yourself.
No.4. Does leadwerks 3 have support for the 3DConnexion Space Navigator in the editor? LINK -
CSG modeling isn't the best for advanced artists, but it allows those of us who aren't expert modelers to quickly sketch out a map.
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Like I said, it seems rather high.
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I think deferred rendering is much more straightforward and simple. Lighting in forward renderers is always a hack. People complain about transparency lighting problems, but with forward rendering you NEVER have correct lighting.
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I recently fixed a bug where the editor would not show the map as changed after modifying terrain, so unless you saved it your changes would be lost. This has not made it into the current build yet.
Turning objects towards other objects
in Programming
Posted
The axis argument is the axis to point, and I think he wants control of the axis it rotates around.
If you want to rotate around the Y axis, find the XZ vector between the two entities. Something like this will do it: