Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation

0 Neutral

About Jorns2

  • Rank
  1. Hi, i use c++ and when player collides with physical objects (i have some boxes on map (20-30) fps drop to 2-4 ms and lags. If player collides only with terrain everything is ok. I have noticed when game starts after compiling code on start lags and after 2-3 seconds fps go to 60. And after collision with physical objects drop fps again. Where is the problem. Here is some code: #include "Leadwerks.h" using namespace Leadwerks; Entity* player; const int playerAngleModifier = 3; int playerAngle=0; int playerMovement = 0; int playerMovementSpeed = 7; void ListEntities(Entity* entity, Object* extra) { if (entity->GetKeyValue("type") == "player") { System::Print(entity->GetKeyValue("type")); player = entity; } } int main(int argc, const char *argv[]) { Leadwerks::Window* window = Leadwerks::Window::Create("TEST", 0, 0, 1366, 768, Leadwerks::Window::Fullscreen); Context* context = Context::Create(window); World* world = World::Create(); Map::Load("Maps/Prva mapa.map", ListEntities); Camera* camera = Camera::Create(); camera->SetPosition(player->GetPosition()+Vec3(0,15,0)); camera->SetRotation(90, 0, 0); camera->SetFOV(45); Listener::Create(player); while (true) { if (window->Closed() || window->KeyDown(Key::Escape)) return false; if (window->KeyDown(Key::Up)) { playerMovement = playerMovementSpeed - (playerMovementSpeed * 2); } else if (window->KeyDown(Key::Down)) { playerMovement = playerMovementSpeed; } if (window->KeyDown(Key::Left)) { playerAngle = playerAngle - playerAngleModifier; } else if (window->KeyDown(Key::Right)) { playerAngle = playerAngle + playerAngleModifier; } player->SetRotation(0, playerAngle, 0); player->SetInput(playerAngle, playerMovement, 0); camera->SetPosition(player->GetPosition() + Vec3(0, 15, 0)); playerMovement = 0; Leadwerks::Time::Update(); world->Update(1); world->Render(); float text = Math::Round(Time::UPS()); context->SetBlendMode(Blend::Alpha); context->DrawText( "FPS:" + std::to_string(text), 2, 10); context->Sync(true); } return 0; }
  2. And now, when i have removed all script from scene and i want to control character in map how i assign a script to playable character from c++. Or how make it with LUA ?
  3. have removed all, only main.cpp remain
  4. now the same problem with window
  5. I have used a example script from documentation #include "Leadwerks.h" using namespace Leadwerks; Model* model = NULL; int main(int argc, const char *argv[]) { Leadwerks::Window* window = Leadwerks::Window::Create(); Context* context = Context::Create(window); World* world = World::Create(); Camera* camera = Camera::Create(); camera->Move(0,0,-3); Light* light = DirectionalLight::Create(); light->SetRotation(35,35,0); model = Model::Box(); model->SetColor(0.0,0.0,1.0); while (true) { if (window->Closed() || window->KeyDown(Key::Escape)) return false; model->Turn(0,Leadwerks::Time::GetSpeed(),0); Leadwerks::Time::Update(); world->Update(); world->Render(); context->Sync(false); } return 0; } and then:
  6. Hi, i started programming my game with c++. When i tried to load context,world,window everything is ok. When i call world->Update i give error: attempt to index world a nil value or something like this. . In definition is virtual void Render();//lua. If i understand this good world->Render method is executed only in .lua script? Why ? This is caused when i Load map in c++.. Thanks for answers.
  7. That helps. Thank you.
  8. I try it but with no difference i have tried a other texture The bottom part is terrain (blurry) and top part from picture is a csg box. Fyi i disable mipmaps - this cause a sharp texture on csg box (if i look from higher height)
  9. I know, i know how i can change a texture size, but problem is other. I ask how i can change a texture quality. Look at the darker object on printscreen - He has a bigger quality than terrain.Terrain texture quality has no details and bumpinnes (I have used a same texture and bumpmap).For explanation - I have a solid geometry with diffuse shader and his quality from top view is OK. When i use the same texture and dot3 texutre for terrain - texture become a blurry just has no quality. Another printscreen here:
  10. Hi all, How i can change shader to be more detailed terrain texture? So there is a stair wchich i made with csg boxes with good details (diffuse shader). When i use a classic terrain i have blurry texture. Before i read forum and i look at same problem which is resolved by modifiyng value #define TERRAIN_LOW_FREQUENCY_BLEND 8 to #define TERRAIN_LOW_FREQUENCY_BLEND 0. And i remind i have topdown view game (like gta2). How do i make it ?
  11. So, that can be used for tanks ? and wil be avaiable for .lua?
  12. Jorns2

    FBX problem

    Its unbelievable but use version 4.6 and i replace converter from version 4.4 and THIS WORKING. Thank you very much.
  13. Jorns2

    FBX problem

    So, i have fully reinstalled windows (complete clear installation) and the problem persist. I have two suggestions: problem is located in steam (where is stored player setting etc...) or i have another problem with starting leadwerks. Application throuh steam won't start, the i found problem with exe which request "Msvcr100.dll" (yes i have installed msvc++ redist) . I have downloaded this library and engine works But fbx. models cannot be converted again and again... When i use converter in folder Tools it works perfectly, only drag-n-drop system in editor not working. And before (year before) all works perfect in this time i use 4.3 or 4.4 i dont know...
  • Create New...