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IgorBgz90

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About IgorBgz90

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    Advanced Member
  • Birthday 09/07/1990

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    Male
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    Russia

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  1. Adobe Fuse CC && https://www.mixamo.com/ The easiest way👍
  2. 🔨Update "Texture Atlas" blog, ✔️added check for empty frames.

  3. IgorBgz90

    UTF8 Support!

    Hello again. Implemented UTF8 support for LE4. Works fine🙃. context->SetBlendMode(Blend::Alpha); context->DrawText(u8"Привет мир! Hello world!", 25.0f, 25.0f); context->SetBlendMode(Blend::Solid); Add yours symbols to "familychars" and make own "family" in Font.cpp if (family==Font::English) { familychars = L"abcdefghijklmnopqrstuvwxyzабвгдеёжзийклмнопрстуфхцчшщъыьэюя АБВГДЕЁЖЗИКЛМНОПРСТУФХЦЧШЩЪЫЬЭЮЯABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890-=!@#$%^&*()_+[]\\{}|;':\",./<>? `~"; } Update: #include <codecvt> std::string WideStringToString(const std::wstring
  4. Hello community, long time no see. I am working on my own graphical user interface, for my super duper rpg game :). The use separate textures for each button state, etc. I consider it not effective! It is better to load the texture with the atlas of the whole GUI once. And use her. In order to draw a texture from the atlas, we need to slightly modify the standard shader (drawimage), and save it under a different name (drawimagerect). Shader #version 400 uniform vec4 drawcolor; uniform sampler2D texture0; uniform vec4 rect; in vec2 vTexCoords0; out vec4 fragData0; void ma
  5. IgorBgz90

    Leadwerks and C#

    It turns out that there is no need to export functions, they already exist in the file "Leadwerks.dll"?)
  6. IgorBgz90

    Leadwerks and C#

    Thanks! As it did not pay attention to him 🙂
  7. IgorBgz90

    Leadwerks and C#

    Thanks. But keep in mind that there is only the initialization of the rendering engine, and that's all. If you want more, you will have to export other engine functions😎
  8. IgorBgz90

    Leadwerks and C#

    Oh yeah! Not the best option, but the other I do not know🤔
  9. IgorBgz90

    Leadwerks and C#

    What do you mean? C# uses functions from the dynamic library, and she does not need to compile engine functions. Update: Compile time is equal to the size of your C# project🙂
  10. IgorBgz90

    Leadwerks and C#

    Thanks. In fact, everything is very simple😏
  11. Actually it is very simple. As usual, we need to export the functions we are interested in to the Dynamic Library (DLL), and then import them into our C# program. Let's start. C++ DLL The first thing we need is to create a project in C++ for our future DLL, and of course configure it for the Leadwerks engine Configuration for Release Right-click on the project and select Property. In the window that appears, go to the tab "С/C++" / "General". Copy and Paste to a "Additional Include Directories" this: $(LeadwerksHeaderPath)\Libraries\NewtonDynamics\sdk\dgCore;$(LeadwerksH
  12. @Iris3D Games Tried it already make on Hinge Joints, nothing good came of it). EnableLimit=true (0.0) Spring=1.0 Relaxation==1.0 Damping=0.1 Objects are shaking, flying into space - the program crashes.
  13. Maybe somehow attach to the quadratic Bezier points?
  14. Tell me how to get a similar result, for bending fishing rods under load?
  15. Hi! Vehicle Physics It would be cool to add Joint:Wheel! Or give the ability to set the speed separately, for each of the wheels (example SetAcceleration(gas,tireIndex)). Аnd to individually rotate each of the wheels (example SetSteering(steering, tireIndex))! Sorry for my bad English(
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