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About Josh

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  1. You need to select the correct shader. https://www.leadwerks.com/learn?page=Tutorials_Editor_Materials It's easiest to use the "generate materials" menu item or right-click on the diffuse texture and create a material from that.
  2. Josh

    Very. Big. Worlds.

    Another interesting thing is that at that scale, the curvature of the Earth (or wherever you are) has to be taken into consideration. Stay tuned...
  3. Josh

    Very. Big. Worlds.

    @Thirsty Panther Procedural or GIS data.
  4. Josh

    Very. Big. Worlds.

    You might have seen this graphic comparing the size of the world in different games. I've played Fuel, and never reached the end of the world in that game. You can drive for a very long time on those roads. We want to use the new engine for realistic simulations of air and ground movements. At normal cruising altitude of a commercial airliner, the pilot has a view range of about 400 kilometers. The image below shows that area (800 x 800 km). You can see the areas of the biggest games ever fit neatly into the corner of just our visible area. The gray space above is not the total world size, it is just the area you can see at once from high altitude. The total world size is about 50 times bigger. This is what I am working on now.
  5. Current plan is that the terrain will not be "infinite" but it will be so big you will never reach the end.
  6. Have you seen the example here? https://www.leadwerks.com/learn?page=API-Reference_Object_Widget_Button
  7. Version 5 is built around Unicode, using std::wstring everywhere. Leadwerks 4 supports Windows and Linux. The next version is planned to support Windows / Mac / Linux, and other platforms may be as well, since Vulkan makes this all a bit easier. Honestly, Windows is 99% of the PC market, and you will actually get a lower review score on Steam if you include a Linux build, because those users will disproportionately have compatibility problems and blame you it, (regardless of what engine or middleware you use). If you release a build for Linux I don't recommend making it available on Steam. You should probably be thinking more in terms of how many digital PC stores you can get a Windows build in, as that will actually make a significant difference in your sales. (Discord, GOG, Amazon, etc.) The Humble Store is now giving us about a third of our new sales, and I think Steam is going to become more insignificant in the future.
  8. Josh

    Multi-monitor Support

    Also added DISPLAY_VIRTUAL to get the entire virtual screen area.
  9. Big update available now for Turbo Engine beta.

  10. A huge update is available for Turbo Engine Beta. Hardware tessellation adds geometric detail to your models and smooths out sharp corners. The new terrain system is live, with fast performance, displacement, and support for up to 255 material layers. Plugins are now working, with sample code for loading MD3 models and VTF textures. Shader families eliminate the need to specify a lot of different shaders in a material file. Support for multiple monitors and better control of DPI scaling. Notes: Terrain currently has cracks between LOD stages, as I have not yet decided how I want to handle this. Tessellation has some "shimmering" effects at some resolutions. Terrain may display a wire grid on parts. Directional lights are supported but cast no shadows. Tested in Nvidia and AMD, did not test on Intel. Subscribers can get the latest beta in the private forum here.
  11. Josh

    Multi-monitor Support

    -Yes. -A monitor has a position relative to the other monitors. They all make up one big virtual screen. -I’m not sure yet.
  12. Use it for anything you like. ______ __________ ______ 2.m4a
  13. New commands in Turbo Engine will add better support for multiple monitors. The new Display class lets you iterate through all your monitors: for (int n = 0; n < CountDisplays(); ++n) { auto display = GetDisplay(n); Print(display->GetPosition()); //monitor XY coordinates Print(display->GetSize()); //monitor size Print(display->GetScale()); //DPI scaling } The CreateWindow() function now takes a parameter for the monitor to create the window on / relative to. auto display = GetDisplay(0); Vec2 scale = display->GetScale(); auto window = CreateWindow(display, "My Game", 0, 0, 1280.0 * scale.x, 720.0 * scale.y, WINDOW_TITLEBAR | WINDOW_RESIZABLE); The WINDOW_CENTER style can be used to center the window on one display. You can use GetDisplay(DISPLAY_PRIMARY) to retrieve the main display. This will be the same as GetDisplay(0) on systems with only one monitor.
  14. In Turbo, I switched this to a uint64_t value. On Windows, internally, the function uses timeGetTime(). However, this function returns a DWORD value, which is an unsigned 32-bit integer. This is actually pretty surprising. For games and even game servers, it is unlikely to cause problems but I can imagine a lot of other applications that run for months or years at a time that would encounter problems with this.
  15. Texture loading plugins allow us to move some big libraries like FreeImage into separate optional plugins, and it also allows you to write plugins to load new texture and image formats. To demonstrate the feature, I have added a working VTF plugin to the GMF2 SDK. This plugin will load Valve texture files used in Source Engine games like Half-Life 2 and Portal. Here are the results, showing a texture loaded directly from VTF format and also displayed in Nem’s nifty VTFEdit tool. Just like we saw with the MD3 model loader, loading a texture with a plugin is done by first loading the plugin, and then the texture. (Make sure you keep a handle to the plugin or it will be automatically unloaded.) auto vtfloader = LoadPlugin("Plugins/VTF.dll"); auto tex = LoadTexture("Materials/HL2/gordon.vtf”); This will be included in the next update to the Turbo Game Engine update, and at that point there is nothing stopping you from creating your own plugins. I hope to someone smart write a plugin for Crunch .crn files, which could cut the size of your game's distribution files down by half. Unlike the GMF2 model format, which provides fast loading of large model files, my internal texture format ("GTF2") has no advantage over other texture formats, and I do not plan to make standalone files in this format. I recommend using DDS files for textures, using BC7 compression for most images and BC5 for normal maps.
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