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  1. Leadwerks Game Engine 5 will be backwards-compatible with asset file formats used in version 4. In addition, we are adding support for glTF 2.0 (GL Transmission Format), a new open-spec model format from Khronos with support for skinned animation and PBR materials. glTF will be our main 3D model format, for both development and final published models. What's so great about the glTF file format? Documented and Human-Readable Unlike the "black box" FBX file format, which can only be read using Autodesk's proprietary SDK, glTF is an open specification based on JSON. This makes it easi
  2. It worked: https://www.bing.com/search?q=std%3A%3Ashared_ptrTurbo%3A%3ACreateTerrain(std%3A%3Ashared_ptr+world%2C+int+tilesx%2C+int+tilesy%2C+int+patchsize+%3D+32%2C+int+LODLevels+%3D+4)&qs=n&form=QBRE&sp=-1&pq=std%3A%3Ashared_ptrturbo%3A%3Acreateterrain+(std%3A%3Ashared_ptr+world%2C+int+tilesx%2C+int+tilesy%2C+int+patchsize+%3D+32%2C+int+lodlevels+%3D+4)&sc=0-152&sk=&cvid=231764C6A681469C923C6AA766AED933%3a%3aworld>%3a%3aterrain>%3a%3aworld>%3a%3aterrain>
  3. The GMF2 file format provides the fastest possible load times for 3D models. A preliminary specification and SDK for loading and saving files in the GMF2 file format is now available on GitHub here: A Quake 3 MD3 model loader is included as an example.
  4. A new update for Leadwerks Game Engine 4.6 is available on the default branch. This fixes a physics bug that would cause boxes to float into the air after the player stepped on them.
  5. Leadwerks Game Engine 4.6 is now available on Steam! This free update adds Steam peer-to-peer networking, lobbies, voice chat, and more. A new multiplayer game template makes it easy to get started with your own multiplayer games, adding new depth and interactivity to the fun. We've also added over 100 bug fixes, making this the most stable release ever to build your game on! New classes: Lobby P2P Voice Other changes: New parameters for better control over physics springs. World::Update() now has an optional parameter for number of sub
  6. Do this: --Create a window window = Window:Create() context = Context:Create(window) world = World:Create() camera = Camera:Create() camera:Move(0,0,-4) local light = DirectionalLight:Create() light:SetRotation(35,35,0) local parent = nil local child = nil parent = Model:Box() parent:SetColor(0.0,0.0,1.0) parent:SetMass(0) parent:SetPosition(1,0,0) --Move parent box a little bit to the right parent:SetGravityMode(false) child = Model:Box() child:SetColor(1.0,0.0,0.0) child:SetMass(1) child:SetPosition(2,0,0) child:AddTorque(10,0,0) local
  7. I just tried it, and colors were saved, but were reversed. So now it is fixed.
  8. It's a problem for me! That's why it is now fixed.
  9. I fixed the example in the docs, but the example I created is causing a crash, so this needs more work: https://www.leadwerks.com/learn?page=API-Reference_Object_World_ForEachVisibleEntityDo
  10. Needs an example, please!
  11. Need an example, but I imagine this is probably solved already!
  12. I'm going to file this one away unless there is still an issue here...
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