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Charrua

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Everything posted by Charrua

  1. If possible, naturally... I'm having trouble with lib steam so... there are lots of threads about this file and associated errors... I guess that if i do no use steam, then, why is this file giving me troubles.. and the, why not to disabe steam compleately. Is there a way of doing this? thank's Juan
  2. I'm doing my first steps on ubuntu/leadweks To launch leadwerks editor, i'm double clicking on the Steam icon on my desktop, then selecting on my Steam Library and launching Leadwerks from there. I guess, (for sure) that there is a way of launching the editor without the need of steam (without internet connection for example), isn't it? How can i do that? Thank's Juan
  3. I'm new here. in linux I started a marble, project, publish it as standalone, and run it by double clicking on the marble file inside the marble folder on the desktop, no problem. I started a "tutorial samples" project, write my own app.h and app.cpp, did not change main.cpp I run it form the editor, and from code blocks without any problem. I publish the project as stand alone and when i double click the pj01 file on the pj01 folder on the desktop, nothing happens, if I right click and select run, same result, then i open a terminal and when i type ./pj01 and hit enter the error message appears. Any advise? thank's Juan
  4. Hi I need to execute a stand alone leadwerks app at startup and after quitting the app system should shut-down. My intention is that the user just only has the capability of turning on the computer, use my app and when finished, the system automatically shut down. Is there an an easy way of doing this, using a kind of autoexec.bat old dos like file? Juan
  5. I was having troubles mounting my windows drives on ubuntu. Windows 8 and 10 defaults to hibernate instead of shut down. So, for ubuntu to mount the drives instead of Shut Down I have to Restart (which do not hibernate). Going hibernate does startup faster, but drives are not mounted from ubuntu. Another solution is to "change what the power button do" in "power options" under "hardware and sound" in the "control panel" unchek the "turn on fast startup (recommended)" option. Now, i simple click on the drive icon and the drive is mounted Juan
  6. thank's works ok, and now code blocks builds the project i'm having an issue with code blocks, in which when I invoke a dialog it shows empty and can not quit from it! happens that on a second try (after restarting the app) the same dialog shows correctly.. any ideas? for the record: ok, after creating a filename.sh with a text editor.. on a terminal, chmod +x filename.sh to change it's attributes to executable, then on a terminal ./filename.sh
  7. thank's I'll try translated to a no linux man... is a text file when i create it with a text editor, i have to change it's attributes to make it executable.. as i remember did a couple of times long ago, have to look how.. and then run it, just typing it's name from a terminal.. isn't it?
  8. Hi i launched leadwerks from steam, then create a new "tutorial samples" project called pj01 then from code blocks i open the pj01.cbp project, and when i try to build the project the line #1180 of glew.h: "include <GL/glu.h>" throws the error.... fatal error: GL\glu.h : no such file or directory is it something i miss or related to the new release? do i have to install something else other than the default instalation does? please note that this is my first try of leadwerks and code blocks on ubuntu, so have some patience with me thank's in advance Juan
  9. really good news, waiting for the official release
  10. another chart in which my country do not appear! lol
  11. ahh, starting over, again and again is a bad, repeated sensation that, i guess all here know wish you luck
  12. thank's i'll update this post with my success or fail (hope not!)
  13. Hi I'm about to try ubuntu and leadwerks on it I'll use a new computer probably an I5 or I7 and need some advice about: * which ubuntu version is currently suported by leadwerks * a nice graphic card, nvidia perhaps? that you may know is working ok with ubuntu+leadwerks nothing high end about graphics, i mean, not a 1000 dolars one which requires a expensive power supply and all the etceteras a high end pc should need. and any other tips you may haver for me to start i had a laptop and installed on it an ubuntu 14 and reach leadwerks work on it last year, but things of destiny i have to re install factory defaults on it.. now i like to have a linux machine on its own so i have some experience... but little.. very little thank's in advance Juan
  14. You can look here: http://leadwerks.wikidot.com
  15. i'm basically doing it, but didn't figure out how to "wake up" entities over the belt when at rest. this is my current belt's collision code: function Script:Collision(entity, position, normal, speed) --self.stateValue may be -1:backward, 0: stopped, 1:forward --self.speed is a factor to adjust belt speed if self.stateValue~=0 then rot=self.entity:GetRotation(true) --belt orientation vel=Vec3(0,0,0) vel.x = Math:Sin(rot.y)*self.stateValue*self.speed --get x,y components of orientation vel.z = Math:Cos(rot.y)*self.stateValue*self.speed entity:SetVelocity(vel) --applya velocity to entities that collide with the belt end end guess now has some other ideas, apply a 0,0,0 force to wake up never cross my mind and the invisible trrigger thing.. have to give it a try also.. as always it's a matter of find a nice solution doing some tricks in between to get good results with few resources.. thanks again Juan
  16. i'm at work now, i'll give it a try later, thanks i was thinking belt side, you are thinking box side..
  17. thxs i'm implementing a "conveyer belt" (kind of) and it hast 3 states: forward, backward and stop while in forward or backward any entity colliding with it is moved and as it is moved it remains colliding and so the belt woks as spected. If i stop motion, then.. entities stop colliding the belt and then, when i need to restart movement, i need to know which entities remains over it. Some entities may finish colliding because they reach the end or slide outside the belt (for any reason) so having a historic of entities collided (recently) is not a bad idea but isn't sure that this list is will be correct all the time. One of my ideas was use an aabb and is still the one i guess will use but before i needed to ask .. just in case here what i'm doing currently: (the other cars will have other uses, forklift and the like) having some spare time so i decided to enjoy a little. https://dl.dropboxusercontent.com/u/78894295/leadwerks/conveyor%20belt%202.mp4 https://dl.dropboxusercontent.com/u/78894295/leadwerks/conveyor%20belt.mp4 @gamecreator, i was posting as you did your, the list is not a bad idea, but there will be no garanties, i mean, a box should be pushed away or lifted from one belt to other place and will, perhaps, remains in a list... Juan
  18. is there a function to get a list of entities that are above another, in contact, physically speaking. When an entity collides another a collision is detected an i can test for collision but after a while stop bouncing and collision stops also. What i need is to know which entities remains in contact. I can do a aabb test or keep track of entities that has been collided.. but all has its pros and cons, is there a physics way of testing entities actually in contact? thanks Juan
  19. if you are working with lua, there is an already made function and you can use it in any lua script of your own just include it, declare a table variable to store the list of entities that "GetEntityNeighbors" function returns --add this line to include the function import "Scripts/Functions/GetEntityNeighbors.lua" --delcare a table to store neighbors Script.EntitiesInAABB = {} then in the update world yo may function Script:UpdateWorld() EntitiesInAABB = GetEntityNeighbors(self.entity,4,true) -- 4 means look 4 Leadwerks unit ahead, back left, right --self.entty is at the center of a box of you desired measure -- the second parameter "true" in my example dictates that only entities with a script attached to them will be included (it's your choice) --then you may do something like for key,EntInAABB in pairs(EntitiesInAABB) do if type(EntInAABB.script.Open)=="function" then EntInAABB.script:Open() --if an antity inside the box has a function called "Open" then i invoke it, just as example end end .... .... rest of your updateworld end it should be unnecessary to check the surrounding area each frame, you may check it once in a second for example, here a more elaborated example, that includes a variable RadarRange that you may set in the editor and checks for neighbors once a second: import "Scripts/Functions/GetEntityNeighbors.lua" Script.EntitiesInAABB = {} Script.RadarRange = 5 --float "Radar Range" Script.AcumTime = 0 function Script:UpdateWorld() self.AcumTime = self.AcumTime + Time:GetSpeed() if self.AcumTime>100 then self.AcumTime=0 --look for neighbors once a second instead of every frame EntitiesInAABB = GetEntityNeighbors(self.entity,self.RadarRange,true) for key,EntInAABB in pairs(EntitiesInAABB) do if type(EntInAABB.script.Open)=="function" then EntInAABB.script:Open() end end end ... ... rest of your update world ... end Juan
  20. ok, now i started to look for alternatives. a web camera and face recognition with opencv
  21. Now I activated the color camera and getting the color information, copying it to a texture and drawing on the screen (up left) so there I'm! Using multiple buffers and a shader to draw clipped parts of them on the screen, increased fps from 15 to 30 even with getting color kinect camera and copying it (by hand: pixel by pixel) to a leadwerks texture . video: Also I'm tracking Head, Shoulders, center of shoulders and center of body. A circle is drawn (more or less in the correct place) on each of the tracked joints if kinect report it as detected. The program moves the "player" camera which is at the central "window" of the screen and the intention is to show in a window what a player actually has to see if he were watching the 3d world through that window. Movement is followed correctly except at the last part of the video in which i place my hands in front of my face... so gets hard for the kinect to track me. As you can see, circles appear and disappear and when this happens, the camera control isn't correct. Juan
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