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  1. 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>
  2. 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.
  3. 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.
  4. 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-steps, can be used for improved physics precision. Model editor view range is calculated from model extents, so if you load a model that is huge it won't be invisible. Model editor displays number of limbs as well as vertices and triangles. Settings file is now saved any time changes are made in the options editor. Menu item added for Leadwerks Marketplace. Menu item added for Discord chat. Linux version of engine now built on Ubuntu 18.04.
  5. 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 pos = parent:GetPosition(true) local joint = Joint:Ball(pos.x, pos.y, pos.z, child, parent) while true do if window:Closed() or window:KeyHit(Key.Escape) then return false end Time:Update() world:Update() world:Render() context:Sync() end
  6. I just tried it, and colors were saved, but were reversed. So now it is fixed.
  7. It's a problem for me! That's why it is now fixed.
  8. 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
  9. Needs an example, please!
  10. Need an example, but I imagine this is probably solved already!
  11. I'm going to file this one away unless there is still an issue here...
  12. The bloom script shows how you can test to see if the window size changed and create a new buffer if it did.
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