Jump to content

TheConceptBoy

Members
  • Content Count

    53
  • Joined

  • Last visited

Community Reputation

5 Neutral

1 Follower

About TheConceptBoy

  • Rank
    Advanced Member

Profile Information

  • Gender
    Male
  • Location
    Canada
  • Interests
    Game Developer, Programmer, Music Composer, Educator, DIY Craftsman, Gamer.

Recent Profile Visitors

246 profile views
  1. Haha well it was 200 on sale, which is why I was considering it. But it's not on sale anymore so oh well. It would have been an impulse purchase anyways as I none of the VR game ideas I have are the active ones I'm working on at the moment.
  2. Good day, could someone advise on a few questions. Can Microosft Mixed Reality Headsets used for game dev in Leadwerks / Turbo? This is the headset I'm looking at. https://www.staples.ca/en/HP-Windows-Mixed-Reality-Headset-With-Controllers-VR1000-100/product_2800476_1-CA_1_20001 It's affordable, comes with controllers. I just need something entry level that I can develop for: My main concern is developing a game on A Microsoft "mixed reality" headset and the game ending up not compatible with other headsets like HTC or Oculus. Is that a thing devs have to consider?
  3. Does this only work on spotlights? Can you provide a spherical map and apply it to a point light?
  4. Two questions. 1) Can you attach a sprite / map to a light source to get more interesting light types? Like a sprite attached to a flashlight to get that old classic flashlight look: 2) Can an emissive map cast light / be used as a light source? Perhaps one can attach a point light onto an missive object, and going back to question 1, attach a sprite to the light so that the light casing would at least resemble something other than a sphere of light.
  5. From what I've read at least. Substance Designer is a node based material creation tool. Aside from texturing, it handles the design of materials. I haven't used it yet, but that sounds awfully like being able to do more than just setting values of roughness, metall-ness, specular, etc. It sounds like you can use Designer to take vertex coordinate data, use noise generators and other nifty tools and create some gnarly looking materials.
  6. By masks, you mean textures? Is that what substance designer exports? Even all those bump and tesselation materials you can design in SD just get exported as textures?
  7. Substance Designer offers the Unreal Engine - like Node based Shader Creation system. Now when it comes to game logic and code, I find the use of nodes to be absolutely abominable. However with shaders, it seems to actually be quite a pleasant experience. Designer offers the easy to understand workflow for creating materials in much the same way Unreal Material Editor does, which means that if I can design my materials in Designer and export them to Turbo, that will be probably make me consider Turbo over Unreal for nearly all of my 3D projects. There's 13 hours left on the Steam Sale for Designer so I'd love to asap. Next sale will be at the end of 2019
  8. Hey, everyone! Substance Designer is on sale at the moment and since I already have Substance Painter, I'm debating on getting designer too. My last question was why Substance Painter textures looked so much different in Leadwerks than in Substance Painter Editor. And the answer to that was the fact that Painter uses Physically Based Rendering (PBR) Materials which use different algorithms for calculating shader effects from texture data. Then I was told that the next version of Leadwerks dubbed Turbo Engine will be using PBR Materials. Does this mean Materials exported with Substance Designer will be compatible with Leadwerks 5? Thanks
  9. From what I know, in C++ you have to create a class of the crate if you want it to have logic and to spawn multiples of them and then via C++ you have to create the instances using pointers. In the constructor of that class you then load up the 3D model and other assets pertaining to that crate object. That is my logic of it. I'm not sure IF you can even attach a c++ code snippet to an object in leadwerks in the first place. Perhaps I'm over thinking it and LW already offers a system in palce. I know it does for Lua but I'm working in C++. The dummy object is basically my solution since as far as I know, you cannot physically place/create objects in the LW editor that are are instances of a class that was declared in C++ using Visual Studio. Or maybe you do and I'm an idiot.
  10. In Lua, yes. There's a code editor built into Leadwerks. I'm not sure if that's also possible with C++ though. Can you do the same with c++ in the editor? Perhaps you'd know more on the subject.
  11. Oooo the attach thing would actually be great. If anything I think I ended up answering my own question above with the dummy object and a piece of code that replaces each dummy with a C++ class object.
  12. Ah, that's how you find the exiting entities placed in the level editor. So for the other one? Say I program an AI behavior in C++, I can turn it into a class and have the class load the model in the class constructor. How can one then use the leadwerks editor to place these class objects in the level, even if that's possible? I can certainly find ways around it, like create a dummy marker object that I place in the editor, then use the FindEntitiy on level startup and replace all dummy markers with C++ Class instances of the object with code. Just want to see if there is more than one way to get that done. Thanks
  13. Good day everyone and happy new year! The two questions in the title are related. From what I understand if you are using the leadwerks editor with Lua, you have the ability to create objects that have logic attached to them. So you can create a crate that makes a bell sound and explodes while spawning confetti particles when you get close to it. And then you can drag and drop as many of those boxes in your level as you want. In this case they act like instances of a class and I'm very familiar with it this sort of logic Game Maker studio. Now when using the C++ API, how does one go about creating these classes AND be able to place them in the level editor as instances? On another note. Say you placed a wall mesh in the editor and a some point in the level you need to delete that instance in C++, how do you go about grabbing the id of that mesh to delete it in C++ code? Thanks.
×
×
  • Create New...