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About JoshMK

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  1. It's designed to handle planet-size data sets, so no limits on size.
  2. The new engine actually has a streaming terrain system in development for exactly this purpose.
  3. The new engine will likely have an SDK out this year. Your sentiment is good and I look forward to seeing anything you create. But as far as strategy goes, this is a puzzle I have struggled with for several years. The solution I have come to is to focus hard on performance for virtual reality, because that is a battle I can win and the customer doesn't really have the option to say no. This is the strategy that will allow the company to grow so that we can offer more for general game development.
  4. On the bright side, it looks like quarantine is over.

    1. Geldo Ronie

      Geldo Ronie

      Really? Here in Brazil seems the same, and now full of antifa news...

    2. JoshMK


      People are outside exercising and enjoying the warm weather.

    3. Geldo Ronie

      Geldo Ronie

      Good! I expect better times for us all... for now i am almost 3 months jailed at home hahahah

  5. Can the Leadwerks engine 5.0 to compete with Source 2?

    1. gamecreator


      Source 2 isn't officially out yet as far as I can tell and the new  Engine is still being worked on so it's a bit early to try to compare.

    2. JoshMK


      @Cromartie LE5 will probably be around 10x faster and much easier to use. So if that's important to you, then yeah.

    3. Cromartie



      For me, the easiest engine was Source 1, but when I went to Source 2 for Half Life Alyx, it was something surprisingly simple and logical, and so on.

  6. See the VXGI Lua example. This feature is not complete, but the example visualizes the voxels and reflections.
  7. LE5 beta update available, collision shape system is finished, includes saving.

  8. I have some really beautiful code highlighting added: #include "pch.h" #include "Project.h" int main(int argc, const char* argv[]) { //Get the displays auto displays = ListDisplays(); //Create a window auto window = CreateWindow(displays[0], L"", 0, 0, 1280, 720, WINDOW_CENTER | WINDOW_TITLEBAR); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a world auto world = CreateWorld(); //Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->Move(0, 1, -3); camera->SetFOV(70); //Create light auto light = CreateLight(world, LIGHT_DIRECTIONAL); light->SetRotation(45, 35, 0); //Create ground auto ground = CreateBox(world, 10, 1, 10); ground->SetPosition(0, -0.5, 0);
  9. I am happy to show you a preview of the new documentation system I am working on: Let's take a look at what is going on here: It's dark, so you can stare lovingly at it for hours without going blind. You can switch between languages with the links in the header. Lots of internal cross-linking for easy access to relevant information. Extensive, all-inclusive documentation, including Enums, file formats, constructors, and public members. Data is fetched from a Github repository and allows user contributions. I am actually having a lot of fun creating this. It is very fulfilling to be able to go in and build something with total attention to detail.
  10. @Marcousik The turning parts of the windmill should be a separate model.
  11. New beta build using openal-soft, eliminates the need for the OpanAL installer.

  12. In the new engine, I have experimented with using openal-soft, which does not require the OpenAL installer. it seems to work well and eliminates one small annoyance that can come up occasionally.
  13. I PMed you that project.
  14. It looks like it requires a different draw mode in glDrawElements, so no, I don't think it will work.
  15. Testing ArrowChat. Press Ctrl + F5.

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