Jump to content


  • Content Count

  • Joined

  • Last visited

Everything posted by Josh

  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.
  14. Won't be fixed, script editor is being replaced with VSCode in the future.
  15. Without really knowing what you are doing, I am guessing that your physics shapes are probably very high-polygon.
  16. You would want to use gui:DrawImage(). This will use either 3D rendering or the system 2D drawing commands, depending on how the GUI is being used. The GUI system does not handle "textures" it handles "images", which can be a texture behind-the-scenes but it is set up to work direct drawing onto windows. This is being done so that the future editor can use the exact same GUI.
  17. Josh


    Maybe try making the eyes glowing white, yellow, or blue/green?
  18. There are commands to set the max friction the joint can use. Set these to zero to disable the joint.
  19. “Her der, there are people who don’t care about graphics enough to spend money on a graphics card. Therefore I will target them to buy a service they will pay for to get good graphics.”
  20. Heading to GDC2019 tomorrow.

    1. Lethal Raptor Games

      Lethal Raptor Games

      Wish I was going.  Maybe next year

  21. Yes, I just don't know whether to go Codelite or VSCode.
  22. Your code above could crash if the right controller model has loaded but the left one has not.
  23. Okay, thank you for your input. The editor will continue to be built on Ubuntu 16.04. The engine will be built on Ubuntu 18.04. I checked and this builds successfully on 16.04 as well. The Steam store page no longer lists Linux support, although the program can still be launched on Linux. In the future, I think good Linux support will be much easier because we will not be relying on BlitzMax, GTK, or Scintilla. There was really no way we could have done this any other way. I don't think C++ smart pointers even existed when I started writing the current editor. So we will learn from this and move forward. I know I go back and forth on this a lot, but I doubt there will be a paid update before Turbo arrives.
  • Create New...