-
Posts
127 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Blog Comments posted by T0X1N
-
-
I can confirm that the shadow issue is now fixed in this update. Good job! Now, I await eagerly for the C++ library to update.
- 1
-
I added my support. I would like to know how well this works.
- 1
-
That's odd. There is a camera in the scene. Don't know why it did not load up for you. I PMed you the full project.
-
Here is a map file that demonstrates the issue at hand. If you replace the point light with a directional light, it renders fine, but with point lights and spotlights, the issue is apparent. http://toxingames.com/leadwerks/shadowissue.zip
-
http://www.leadwerks.com/werkspace/topic/15716-43-child-entities-do-not-cast-shadows/
This issue seems to be "sort of" fixed for the editor, but not in-game (compiled with C++). Did you update the C++ library in the beta branch?
I say "sort of" because it now renders shadows, but when you move a child entity, the shadow does not update. Only if you move the parent entity then the shadows for all of the children will update. I did set the shadows to "dynamic" for both the parent and the child.
-
Leadwerks Winter Games Tournament 2016
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
We meet again, shirt photo of mine.
- 1
-
Leadwerks Summer Games Tournament 2016
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Are we able to continue developing an existing project and release the updated content before the deadline as our entry or are only new games allowed as entries?
-
"Games of Winter" Tournament
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Just saw a typo: "...end Sunday, February 18th...", February 18th is on a Thursday.
- 1
-
"Games of Winter" Tournament
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Ha ha! I don't mind at all, in fact, I feel honored!
- 1
-
"Games of Winter" Tournament
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Nice! I may participate!
Ha ha! That's the photo of me wearing the Leadwerks T-shirt I posted on twitter (
- 3
-
The art pipeline for LE3 is really impressive. I love the fact that there will be an "ubershader" that will automatically choose settings picked upon the textures loaded. It will make it a hell of a lot easier and faster to create great graphical results to in-app models. Keep these updates a' comin', Josh!
-
Very nice, Josh. Better debugging is a great enhancement to the LUA integration also the easier entity network handling is great news as well. Networking is something that I can use very so since our current project, Grim, is going to have online multiplayer modes.
-
Hi Paul, yes the project is still in development and is very much alive, behind scenes. We are taking time into a quality game that will try to meet the AAA quality requirements. As our project team is fairly small, a release date cannot be determined. We are trying our absolute best at achieving this long term goal. Sometime in the near future, I will post some new content from our game, Grim, here and on our website.
-
Congrats, RVL! I cannot wait. I will also be picking this up since I love these type of puzzle games.
-
Thanks for the comment, RVL. More information on Grim will be released soon.
-
Hi ZioRed,
Thanks for the comment. I will most defiantly post more blogs on here.
-
Thanks for your comment, Rick.
I love this btw. It's something that most people, me included, have a hard time with. This is the best start you can have for any project.Yes, it is something new for us we just got into and, for a matter of fact, I could not begin to explain how much easier it makes things. To have things properly documented is great for both development and for the final product because you can then share with the documentation in a "behind the scenes" of the game. Yes it is boring at first, but you have to force yourself to achieve it because, like I said, it makes the development so much easier on yourself and the others that are working on the project with you.
-
Thanks GIMPY73. We will keep posting updates as they come.
-
Hi Pixel,
Thanks for all of your support towards our project. I sure will be telling the rest of the team your wishes.
I totally agree with your saying "walk the walk" vs "talk the talk". There are lots of devs out there that say that they are going to make this and that, but they show nothing. I feel we have came a long way and finally we are pulling off some professional looking results. I am very happy with where we are at currently, but there is always room for improvement and I am looking forward on continuing our development of Grim.
We are gamers first and developers second.
-
Awesome news, I cannot wait to try this.
Beta update available
in Development Blog
A blog by Josh in General
Posted
Hmmm... The child shadows (under point lights & spotlights) are still not rendering in C++. They are fine in the editor, but not in C++.