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JMK

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Everything posted by JMK

  1. JMK

    Multithreaded Rendering

    Your general sentiment is correct, but the fact is, the idea of "commands" is kind of antiquated. It's more like "hi, I am the rendering thread, here is a block of bytes you will interpret a few times before the next block of bytes arrives, k thx bye".
  2. JMK

    Current Work

    All this month I have been working on a sort of academic paper for a conference I will be speaking at towards the end of the year. This paper covers details of my work for the last three years, and includes benchmarks that demonstrate the performance gains I was able to get as a result of the new design, based on an analysis of modern graphics hardware. I feel like my time spent has not been very efficient. I have not written any code in a while, but it's not like I was working that whole time. I had to just let the ideas settle for a bit. Activity doesn't always mean progress. Anyways, I am wrapping up now, and am very pleased with the results. It all turned out much much better than I was expecting.
  3. What specifically are you trying to do?
  4. You would need to send the event to your script.
  5. Summer is nearly here...

    1. Thirsty Panther

      Thirsty Panther

      Depends on where you live.

    2. Lethal Raptor Games

      Lethal Raptor Games

      Winter is coming for me :P

    3. Geldo Ronie

      Geldo Ronie

      here the winter is coming hahah... 

  6. JMK

    Parallax shader

    That's still pretty neat. I never thought of doing that.
  7. JMK

    Parallax shader

    Does it work with arbitrary geometry or are cubes a special case?
  8. JMK

    Parallax shader

    How did you make the edges extend beyond the geometry in the image on the right?
  9. JMK

    Nanite technology

    I could actually see implementing something like this to display LIDAR data, but I don't think it's going to be practical for game development.
  10. JMK

    Nanite technology

    I think it’s just streaming in detail of scanned geometry at different resolutions based on distance. Very similar to a lot of planet rendering stuff. I think it would be a bit of a challenge to come up with the models though. ive seen a lot of stuff like this created from LIDAR data that is then polygonized.
  11. JMK

    Load files from URL

    I've got it working so if you load the material file "https://raw.githubusercontent.com/Leadwerks/Documentation/master/Assets/brickwall01.mtl" it automatically loads the texture file from the same directory. Inside the material file, it just says the texture is "./brickwall01.dds", and the engine figures out the relative path and downloads it.
  12. JMK

    Camera Layers

    Oh yeah, I guess you could use a shader with alphamask enabled and just set the alpha component of the entity color to zero.
  13. There was a Gimbal lock problem with the VR rotation offset, which I believe is fixed in the beta branch.
  14. JMK

    Load files from URL

    I have been spending most of my time on something else this month in preparation for the release of the Leadwerks 5 SDK. However, I did add one small feature today that has very big implications for the way the engine works. You can load a file from a web URL: local tex = LoadTexture("https://www.github.com/Leadwerks/Documentation/raw/master/Assets/brickwall01.dds") Why is this a big deal? Well, it means you can post code snippets that can be copied and pasted without requiring download of any extra files. That means the documentation can include examples that use files that aren't required to be in the user's project directory: https://github.com/Leadwerks/Documentation/blob/master/LUA_LoadTexture.md The documentation doesn't have to have any awkward zip files you are instructed to download like here, because any files that are needed in any examples can simply be linked directly to by the URL. So basically the default blank template can really be blank and doesn't need to include any "sample" files at all. If you have something like a model that has separate material and texture files, it should be possible to just link to the model file's URL and the rest of the associated files will be grabbed automatically.
  15. JMK

    Camera Layers

    Create a custom shader that discards every pixel.
  16. Here's the syntax: static void SetOffset(const Vec3& position);//lua static void SetOffset(const float x, const float y, const float z);//lua static void SetOffset(const float x, const float y, const float z, const float pitch, const float yaw, const float roll);//lua static void SetOffset(const Vec3& position, const Vec3& rotation);//lua static void SetOffset(const Vec3& position, const Quat& rotation);//lua
  17. The beta build on Steam has a function for the rotation.
  18. JMK

    Ubuntu 20.04 and Leadwerks

    Apparently it works perfectly with Proton.
  19. BTW, Steam screenshots and videos can still be viewed here: https://www.leadwerks.com/gallery https://www.leadwerks.com/videos
  20. What's happening is the mouse is sending events faster than the editor is able to evaluate them, creating a stack of queued events.
  21. Do you have a high-precision mouse?
  22. You can create levels with the CSG tools but to create models you will need a modeling program (Blender is one option).
  23. JMK

    The Complex

    Very old screenshot but nice level design. Made in 3D World Studio, the precursor to Leadwerks Engine.
  24. JMK

    The Complex

    Very old screenshot of a scene Rich and I designed for 3D World Studio and Leadwerks 1. Obviously inspired by CounterStrike Source and Half-Life 2.
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