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Josh

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Everything posted by Josh

  1. The version 5 beta is not yet available. Release is expected to be near the end of 2020.
  2. Josh

    Shader Families

    A geometry shader can be added in the definition.
  3. Josh

    Back from I/ITSEC

    I'm back from I/ITSEC. This conference is basically like the military's version of GDC. VR applications built with Leadwerks took up about half of Northrop Grumman's booth. There were many interesting discussions about new technology and I received a very warm reception. I feel very positive about our new technology going forward. I am currently reworking the text field widget script to work with our persistent 2D objects. This is long and boring but needs to be done. Not much else to say right now.
  4. Which account do you want to delete?
  5. The way I get rid of cracks is by disabling displacement along seams. The new engine uses a per-vertex displacement value but you could use the vertex alpha to control the displacement amount.
  6. I'm at I/ITSEC this week. Learn how Northrop Grumman is using Leadwerks for VR at booth #2548.

    EK3sbITWkAED8F5.thumb.jpg.ffc821b700b850e887d7c2e7d02321c7.jpg

    ย 

  7. It would be possible to write a tessellation shader based on the content of the LE5 shaders.
  8. I want cybertruck ๐Ÿ˜„

    1. ๐Ÿ’ŽYue๐Ÿ’Ž
    2. aiaf

      aiaf

      cybertruck broken window edition :) joke aside coolย car

  9. Happy Thanksgiving!

    1. gamecreator

      gamecreator

      Happy Thanksgiving everyone.

  10. For future reference: https://programmersheaven.com/discussion/362851/using-keyboard-hooks-how-do-i-disable-the-windows-key
  11. The brutal but no-BS design of Vulkan is influencing me.
  12. The code above is the widget script, which you don't have to touch. Usage to create a tabbed panel would be like this: local tabber = CreateWidget(parent,"",0,0,400,300) tabber:SetScript("Scripts/GUI/tabber.lua") tabber:AddItem("Item 1", true) tabber:AddItem("Item 2") tabber:AddItem("Item 3")
  13. Here are some screenshots showing more complex interface items scaled at different resolutions. First, here is the interface at 100% scaling: And here is the same interface at the same screen resolution, with the DPI scaling turned up to 150%: The code to control this is sort of complex, and I don't care. GUI resolution independence is a complicated thing, so the goal should be to create a system that does what it is supposed to do reliably, not to make complicated things simpler at the expense of functionality. function widget:Draw(x,y,width,height) local scale = self.gui:GetScale() self.primitives[1].size = iVec2(self.size.x, self.size.y - self.tabsize.y * scale) self.primitives[2].size = iVec2(self.size.x, self.size.y - self.tabsize.y * scale) --Tabs local n local tabpos = 0 for n = 1, #self.items do local tw = self:TabWidth(n) * scale if n * 3 > #self.primitives - 2 then self:AddRect(iVec2(tabpos,0), iVec2(tw, self.tabsize.y * scale), self.bordercolor, false, self.itemcornerradius * scale) self:AddRect(iVec2(tabpos+1,1), iVec2(tw, self.tabsize.y * scale) - iVec2(2 * scale,-1 * scale), self.backgroundcolor, false, self.itemcornerradius * scale) self:AddTextRect(self.items[n].text, iVec2(tabpos,0), iVec2(tw, self.tabsize.y*scale), self.textcolor, TEXT_CENTER + TEXT_MIDDLE) end if self:SelectedItem() == n then self.primitives[2 + (n - 1) * 3 + 1].position = iVec2(tabpos, 0) self.primitives[2 + (n - 1) * 3 + 1].size = iVec2(tw, self.tabsize.y * scale) + iVec2(0,2) self.primitives[2 + (n - 1) * 3 + 2].position = iVec2(tabpos + 1, 1) self.primitives[2 + (n - 1) * 3 + 2].color = self.selectedtabcolor self.primitives[2 + (n - 1) * 3 + 2].size = iVec2(tw, self.tabsize.y * scale) - iVec2(2,-1) self.primitives[2 + (n - 1) * 3 + 3].color = self.hoveredtextcolor self.primitives[2 + (n - 1) * 3 + 1].position = iVec2(tabpos,0) self.primitives[2 + (n - 1) * 3 + 2].position = iVec2(tabpos + 1, 1) self.primitives[2 + (n - 1) * 3 + 3].position = iVec2(tabpos,0) else self.primitives[2 + (n - 1) * 3 + 1].size = iVec2(tw, self.tabsize.y * scale) self.primitives[2 + (n - 1) * 3 + 2].color = self.tabcolor self.primitives[2 + (n - 1) * 3 + 2].size = iVec2(tw, self.tabsize.y * scale) - iVec2(2,2) if n == self.hovereditem then self.primitives[2 + (n - 1) * 3 + 3].color = self.hoveredtextcolor else self.primitives[2 + (n - 1) * 3 + 3].color = self.textcolor end self.primitives[2 + (n - 1) * 3 + 1].position = iVec2(tabpos,2) self.primitives[2 + (n - 1) * 3 + 2].position = iVec2(tabpos + 1, 3) self.primitives[2 + (n - 1) * 3 + 3].position = iVec2(tabpos,2) end self.primitives[2 + (n - 1) * 3 + 3].text = self.items[n].text tabpos = tabpos + tw - 2 end end
  14. Do I get a big trophy???๐Ÿคช
  15. There's a rotation value in the physics settings you can set to 180 to flip them around the other way. See "character angle": https://www.leadwerks.com/learn?page=Tutorials_Editor_Scene-Panel
  16. I used this to spiffy up the banner image in my profile, which was originally a 1024x768 screenshot: https://www.leadwerks.com/community/profile/1-josh/
  17. A new beta is available with the following changes: Script prefixes are now changed to lowercase entity:Update(), entity:Start(), etc., as well as widget:Draw(), etc. This is because Entity() and Widget() are going to be functions to cast an object to that type. Sprites are now created on a sprite layer object. A sprite layer is created in a world and added to a camera. This allows control over what camera sees what set of sprites. See the examples for details. GUI system is partially working. Resizing the window won't reposition items correctly. Only four widget types are supported, panel, button, hyperlink, and label. Example in the FPSGame demo. The game menu system is packed into an entity script and works really nicely. Widget scripts are a little harder to develop now since they use a system of persistent objects, but performance is very much better than LE4. An interesting detail is that you get free interpolation of position and color at a rate of 60 hz. A lot of work was done to improve the Lua binding system. See details here. Error reporting and handling is much improved. No work was done on sound. No work has been done to the multicam demo, which some people had trouble with. Actors crashing / Lua stack error bug fixed. Changed .bat files to use release version of EXE instead of debug. New commands EmitEvent() and GetEvent(). If the returned event type is EVENT_NONE, there is no event. EVENT_QUIT can be emitted anywhere in the program to signal the main loop to exit. Typical usage is like this: while window:Closed() == false do while true do local event = GetEvent() if event.id == EVENT_QUIT then return end if event.id == EVENT_NONE then break end if event.id == EVENT_WINDOW_CLOSE and Window(event.source) == window then return end--you don't need this when Window:Closed() is being checked for already end world:Update() world:Render(framebuffer) end
  18. Listen:ย 

    1. Slastraf

      Slastraf

      I recently started playing guitar again and there is definitely interest in making something like this myself

    2. tipforeveryone

      tipforeveryone

      is this free to use inย  game ? thรญs music is perfect for run and gun game like quake

  19. It did not do very well with that one. Left to right, low-res, AI upsample, high-res:
  20. This one is really incredible:
  21. Here's an interesting test:
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