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Posts posted by Josh
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You do have the command Entity::PhysicsSetPosition which you can use to lock objects along a 2D plane without interrupting the physics simulation. Hinge joints by their nature will lock objects around a specified rotational axis.
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So if it is possible to explain how to alleviate the ol' "Sorry, you don't have permission for that!" that would be a start , my gut thinks that our logins are tied to a license/purchase.
There's only one way to fix that.
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OOP, if done right, is just the difference between this:
SetEntityPosition(entity,1,2,3)
And this:
entity:SetPosition(1,2,3)
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I don't have any problem with that, but trying to promote two versions of a product would be a severe lack of focus.I think one of the question is : would it be legal to use it and sell products made with it in those conditions?
It can become a selling point too: leadwerks 2.0 for 30 bucks (if you have leadwerks 3), AS IS , no suport no upgrades.
Everybody is happy.
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Our focus is 3D games. I don't think the technical challenges of 2D games are significant enough to require middleware.
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That still means an extra draw call.What if an object with different parts only used a single material?
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The keys that go out right now happen to work, because I just copied and pasted a bunch of unused keys. It's not really a selling point and might stop at any time.
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If you download the Leadwerks Engine 2 installer, your Leadwerks 3 key will work with it:
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I'd say 1000 for a simple object and 6000 or so for the character. These can vary wildly, depending on how you want to distribute your processing power. Fewer polys is always better, because it means you can have more of them.
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I don't think it matters, as long as you don't have faces that are on the same plane inside each other. (This would cause z-fighting between the two faces.)
Generally, when you export you want to collapse everything into a single mesh. If each beam in that shelf were a separate object, it would take dozens of rendering passes, but it will only take one if it's collapsed to a single object.
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Let's see what the situation is with the next patch. My goal is not to win the falling box wars, but there should be support for a good amount of fast stacking objects.
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Would this be for a GUI script that handles game menus?
App::ChangeMap() would be a good idea as well.
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We will but it takes time.
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A previous product called 3D World Studio did have this feature, but it was omitted in Leadwerks 3.0 so we could get the product out.
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Agreed, although this isn't really needed to make windows.
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Oh wow, I just started reading the other posts. That board is totally overtaken by spam.
StackOverflow to the rescue:
http://stackoverflow.com/questions/19528046/android-multitouch-event-indexes
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I posted here, but new users are moderated and Google appears to have abandon their own forum:
https://groups.google.com/forum/#!forum/android-developers
I posted another topic about three months back and I guess they haven't gotten around to approving me yet.
Ah, here is where the Android developers hang out:
http://www.anddev.org/post2256233.html#p2256233
I think I will get an answer there.
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You might talk to Tim Shea and his crew. They are making a library for some more advanced AI behavior that works on top of the pathfinding.
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This will get fixed from 3.0 but I may need to pull in some outside expertise.
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Hit escape?
I strongly suspect this may be a Windows issue.
Did the file actually copy to the directory? If it fails an error will be displayed saying it could not copy the file, so it sounds like the event isn't even being fired.
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I could see an argument for that, but the way it works is that special entity-specific properties are stored under a tab for that class.
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I wonder if this is some kind of UAC protection?:
http://foxsys.blogspot.com/2009/08/windows-7-user-account-control-uac-drag.html
multiple cpp files.
in Programming
Posted
I just use #pragma once at the top of each header file. Never had a problem with this on any compiler.
To add a new CPP file in your project, you should include the header from App.h and also drag the CPP file into the project explorer panel to add it to the project. Note that this has to be done separately for Xcode, Visual Studio, and Eclipse. (Eclipse requires that you modify the makefile to add the CPP file into the build chain.)