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Shadoh

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Everything posted by Shadoh

  1. Being nit-picky here, but requested is how you spell requested Useful FAQ though
  2. I'll hopefully be getting online later today, so will start testing this more vigorously then. Hope this gets figured out soon, I'm stuck mapping until this is sorted
  3. Actually it reproduces in-game for me (C++ project). Strange that all the missing polys are always the same, in-game or not, however they are different for different frames of the animation. It's like the poly count sent to OpenGL is wrong or something. My mesh has multiple materials, I wonder if that is causing it.
  4. I have this issue too, doesn't happen on the crawler for me. Will post a video soon, my Leadwerks computer is currently working offline due to me house-sitting. SPEC: NVidia GeForce 560 Ti OC Linux Mint 16 (unsupported, I know, but since others are experiencing this problem, I don't see the need to test in ubuntu) Can't remember the nvidia driver version, will add more info later.
  5. may I suggest that you make it switch off 'normal' collisions when velocity is high, in favor for checking with raycasting, and doing a custom physics for it (you can make your own drag dynamics and stuff then), then when the velocity is low, switch back to normal physics
  6. Is that with Release mode? My game is basically unplayable in debug mode. But is fine in Release mode. For comparison: I'm using a limited adjustable world size. Currently set to 512x512x256 for increased load time; It can be higher, but I get bored waiting everytime I debug haha. My system uses 3D chunks that are 16x16x16, with a view distance of 6x6 chunks on the horizontal plane, and 2 vertically. I limit how many chunks can be rendered per frame, and automatically adjusts it based on the current FPS. So higher FPS = faster chunk loading, it tries to keep it around 55 FPS. Pitty I can't create the models and call Update() on another thread, or can I?
  7. Thanks, I'll give it a try when I get home Yours looks nice, do you use Surface->Update(); or just Surface->UpdateAABB();? My Normals don't seem to turn out correctly if I only use UpdateAABB(). What kind of view distance do you run?
  8. Voxels!! Need some help with this: http://www.leadwerks.com/werkspace/topic/9701-best-way-of-handling-a-changing-model/
  9. Hey guys, I'm doing some tests for some voxel based stuff. I have a rather large 3D array that is setup at load-time, then during run-time an array of smaller 'Chunks' are created, which are basically just containers with models with a little more information such as showing if that chunk needs to be "re-modelled". Now the problem is how do I go about refreshing that model. I need to replace the vertices in each Surface, is there a 'ClearSurface' function? I had a quick sqoodle through the documentation but couldn't spot one. Do I have to destroy the model and create a new one? If so, how is the best way to do that? Cheers! EDIT: TLDR: I already have the code to create the model -and it works perfectly, but I need to clear, and rebuild the model.
  10. Welllll, they work, I can add watches to see the contents of variables, and step through code.. I don't have much c++ experience (I still have trouble with things like passing arrays of classes to a function), so I can't really say what it compares to other c++ IDEs. This is really the hardest I've ever worked with it. I come from .Net/Mono, FreeBASIC, and most popular scripting languages. Oh man I'm missing c# so bad (I even tried embedding mono, but realized I'd have to learn c++ either way), please tell me this gets easier haha
  11. If anyone else is having problems getting Code::Blocks to start debugging this page has the fix! http://www.unixmen.com/fix-process-terminated-status-255-codeblocks/
  12. Hey guys, it's me again I'm trying to get some of information out of my c++ game, it does some self-tests at startup, and I'd like it to be able to write in to a debug screen somewhere, I've tried Debug::Error(s) but nothing appears, I've also tried System::Print(s) but also nothing appears. Also breakpoints don't seem to have any affect, probably because it's not running from within Code::Blocks, is there a way to run it with breakpoints? Do I have to sort out my own debug screen or something? Thanks!
  13. if you want to remove the material, you can modify the default shader to be animated, I suggest calling it something like 'default+animation'. I've done it before by copying from the Vertex shader program of an animated shader, and used the fragment shader of the default shader (of course renaming variables that were different).
  14. I have no particular thing I want to do, my projects at the moment are basically testing what I can/can't do I'm just going to use a Lua project I think. That way any global variables and such are easily accessible from all my code. In this case, I was making a day/night cycle simulation, and needed to access the camera (to SetClearColor) from c++ and control the camera from a FreeFlyCam object written in Lua. On another note: is there an "option explicit" (from VB) equivalent in Lua that forces explicit declaration of variables? I keep mis-typing my variables, and spending ages trying to debug the original cause that's not obvious at all.
  15. Ok, that's a start. But looks like I'll have to convert my game entirely to LUA to get more control .. at-least until there's more documentation or something
  16. Hi guys I'm trying to mix c++ with Lua. But cant figure out how to get them to interact, how would I do the following Send an object, such as a camera in to lua, or change the reference to a camera (that's stored in c++) from lua Send a value to/from lua Thanks
  17. I just need subtractive brushes (like in the unreal engine) XD. ahhh the good old days of making deathmatch/CTF maps
  18. I'm hoping someone will embed mono in 3.1 some day haha I'd do it myself, but am yet to get my test c++ project to compile :/
  19. Hi there, was wondering if we could get the option to rescale the terrain object. I'm currently feeling super limited by it. I'm making a game that's mostly free-roam, and 4096x4096 maps don't work too well for me I was wondering if I could just use a 1024x1024 map scaled to 4096x4096. That way it'll look less stretched in the heightmap editor I have, and it'd be smooth to edit in Leadwerks. At the moment, I'm considering the horrible option of scaling every object down to fit the terrain size :s
  20. Hi there, I'm running Linux Mint 16, not getting the same issues as you. No idea what it could be, sorry.
  21. type %appdata% in your address bar this will put you in the 'c:\users\<name>\AppData\Roaming\' folder, if you want local etc, just go up a level
  22. hmmm, wonder if this is possible by creating a script that renders everything from a skybox camera first, then clears ONLY the depth buffer, and renders the rest of the scene from the main camera? I don't know how to implement that yet, but maybe you do?
  23. Shadoh

    Next Steps

    Are we going to get Boolean operations (subtracting BSP etc) for the editor? That would be bad-***
  24. ok done! it's largely untested, I've been working extra hours the last couple of days, so if there's any bugs just post a reply here and I'll get on it as soon as I can. Or if you fix it yourself in the source, please let me know, so I can apply it! thanks! I'll throw a copy in the tools section of my site too on windows you can just drag the file on to the exe and it'll pop a raw file out right next to the image (or an image next to the raw). On linux just use the command line mono rawconv.exe [inputfile] forgot to mention you need mono/.Net 2.0 Oh yeah, if it detects Cairo (included with mono) it'll use that to load the image file instead of System.Drawing, since I was having problems with System.Drawing on linux. But since most windows systems don't have Cairo, I've made it detect the assembly and load it at runtime, so windows users don't need to care. rawconv.zip rawconv_source.zip
  25. Hey, everyone I've almost finished an image (png, bmp, jpg) to raw (and back) file converter. It currently works on Windows, but is reading a blank image on linux, once I fix this bug, I'll give the source, and binaries.
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