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Posts posted by Josh
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There's a line at the end of that BMX PKG generator I made that adds our own dofile and require functions, and you probably need to remove that.
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You can just start using the C++ Lua command set right away in any Leadwerks C++ project, with no extra work. You don't need to worry about which platforms use Lua and which use LuaJIT, it will all just work.
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It's not exactly a bug, it's the design. You'll notice the window that pops up says "Rename". So it creates the new file, then launches the rename dialog, assuming the user wants it to be called somehting other than "New Script (3)".
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Fixed for next build.
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Agreed, and this is easy to add.
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Thanks for the suggestion. Later on down the road a plugin system based on the 3ds max approach is a likely addition.
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I'm more interested in developing our own unique features and technology rather than duplicating what someone else has already done.
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Not one person has ever expressed an interest to me in writing a plugin. I think this is a "more wishes" kind of wish. May be a good idea further down the road, but certainly not now.
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Thank you. In the future, you can just hit the "More Reply Options" button and it will allow you to attach files directly to your post.
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It uses an OpenGL 4 deferred renderer with full dynamic lighting. Like the Leadwerks 2 renderer, but better.
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To some extent, yes, but that also would have achieved zero growth. I think the winning combination is good graphics with a good editor.
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I mean, as a group overall of course. A lot of people in the Blitz forum swore they would buy it if the requirements were lower. I've learned since then not to listen to them.
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Since there are other reports that provide the means to recreate the problem, this will not be examined unless a map file is provided.
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Confirmed and fixed for the next update. Thank you.
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BSP objects will likely never cast dynamic shadows because they are meant to be used as static level geometry.
The upcoming OpenGL 4 renderer does away with this distinction and just uses uniform dynamic lighting on everything. The OpenGL 2 renderer was created because hundreds of people told me they wanted something with lower hardware requirements. It turns out those people were basically lying, because they lost interest when they realized I couldn't magically make their low-end computers render the level of graphics they expected from Leadwerks; what they really wanted was Leadwerks graphics running fast on their low-end machines, which was impossible.
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Confirmed, that is very odd.
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I'm going to upload this tomorrow morning. I don't like putting out an update before I got to sleep.
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I need the files so I can produce the problem myself.
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No, you get it in about 30 minutes.
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You should be able to move it to whereever you want.
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Thanks, fixed for the next update.
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Okay, I made a fix so hidden lights would not be renderered, but I accidentally forgot the "!" in front of the if condition.
This only affects the PC/Mac version.
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The panel can be resized out of the way. Maximize the window and then hover your mouse at the bottom of the scene area, and there should be a resizable handle down there you can grab.
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You're right. Something is wrong, probably the light data not being fed to the shader...I'm using the same code for Leadwerks 3.0 and the 3.1 beta, and using macros to switch between the two and it appears something got overlooked in the new update. Let me investigate...
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Lua state
in General Discussion
Posted
This may help:
http://www.codenix.com/~tolua/tolua++.html
Being able to include C++ headers might make things a lot simpler:
http://www.codenix.com/~tolua/tolua++.html#basics
I didn't know about the toluabegin/end tags. Those are handy.