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About Josh

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  1. A batch is a group of instanced models that are visible to the camera.
  2. I have the vehicle physics issues worked out, and it will just take a little more time to do. But I want to give myself time to focus and not be under pressure to release it quickly.
  3. An update is available on the beta branch on Steam with a few bug fixes. I'm going to release 4.6 with the current features because a lot of bugs have been fixed since 4.5 and we're overdue for an official release. 4.7 will add a new vehicle system, character crouching physics, and some other things, and will be out later this year.
  4. 360 polys for a physics shape if it is all in one place (not a big building or something) is probably going to slow you down. The number of batches is probably the bottleneck here. New engine is very very good at handling those.
  5. Spiderpig, spiderpig, doing the things that a spiderpig does...
  6. In next engine, properties are attached to the entity in Lua, so no script is needed.
  7. A script must be assigned for an entity to contain script properties. Quick test: #include "Leadwerks.h" using namespace Leadwerks; int main(int argc, const char *argv[]) { Leadwerks::Window* window = Leadwerks::Window::Create(); Context* context = Context::Create(window); World* world = World::Create(); Camera* camera = Camera::Create(); camera->SetRotation(35, 0, 0); camera->Move(0, 0, -6); Light* light = DirectionalLight::Create(); light->SetRotation(35, 35, 0); //Create a model Model* model1 = Model::Box(); model1->SetPosition(-1, 0, 0); model1->SetColor(0.0, 0.0, 1.0); //Create a copy Model* model2 = (Model*)model1->Copy(); model2->SetPosition(1, 0, 0); model2->SetColor(0.0, 1.0, 0.0); //Lets modify some vertices to show the copy is unique Surface* surface = model2->GetSurface(0); surface->SetVertexPosition(0, -0.5, -2, -0.5); surface->UpdateAABB(); model2->UpdateAABB(Entity::LocalAABB | Entity::GlobalAABB); model1->SetScript("Scripts/null.lua"); model1->SetObject("TEST", surface); auto a = model1->GetObject("TEST"); Debug::Assert(a == surface); while (true) { if (window->Closed() || window->KeyDown(Key::Escape)) return false; Leadwerks::Time::Update(); world->Update(); world->Render(); context->Sync(); } }
  8. GetObjectA is a Win32 function. Also, you don't need to include the (Object*) cast.
  9. Source is included: https://www.leadwerks.com/files/PEEL.zip
  10. Here's the fix. TextArea.lua
  11. Josh

    GDC 2019

    I have not gone in several years because everything we were doing revolved around Steam, and it just didn't seem very important. But this year I had some business to attend to so I spent the last three days in San Francisco. I still have a lot of friends in the game industry, and the reaction to my plans for the new engine was very positive. A few years ago people would have groaned at the idea of another engine, but it seems they are now bored with technology and very open to something new. The angle we are taking plays well to the audience. Basically all my predictions about how to sell a new game engine in 2020 were confirmed. We do need to have tip-top examples to show off next year, and that starts with good artwork. At this point I am probably only planning to show a first-person shooter, an offroad racing game, and then whatever the NASA team comes up with. And in order to get that done in time, I need to start planning, now! I feel very focused on what needs to happen, what is important, and what is not. My idea of what I want is so clear. It doesn't seem that hard to complete.
  12. Games display page is fixed: https://www.leadwerks.com/community/games/

    1. carlb


      good to see it fixed


  13. The problem is there is no auto check to see if they can stand up so you can stand up inside an object, unless you write your own check.
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