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Lethal Raptor Games

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About Lethal Raptor Games

  • Rank
    Advanced Member
  • Birthday 06/23/1989

Profile Information

  • Gender
    Male
  • Location
    Tas, Australia
  • Interests
    Computer graphics; games programming; flying; metal and wood working; story writing; submarine building (see blog); and AI.

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  1. Lethal Raptor Games

    Character Controller Adjustments

    Don't mean to bother you @Josh, but do you think getting the character controller to align to the direction it's falling could be in the next update? I'm hoping to release my game early next year...
  2. Lethal Raptor Games

    What the Heck is Josh Doing?

    I agree. 😌
  3. Lethal Raptor Games

    Shadows Disappearing

    Okay thanks!
  4. Lethal Raptor Games

    Shadows Disappearing

    I found the problem to be the world size. Making it bigger allowed the shadows to show up. @Josh I'm curious as to what exactly setting the world size does, because so far my models have been showing up fine, it's just the shadows that was affected.
  5. Lethal Raptor Games

    Need suggestion about C++ game

    I'd use a class to store the information; class LoadOut { private: string saveTitle = "Assault Pack"; vector<(type)> weaponsList; public: }; This will work for saving between map loads. If you want to save between games you can use the Leadwerks FileSystem to save the list to a file. Is your players inventory in LUA though?
  6. Lethal Raptor Games

    shader question

    You could use sin() and cos() to get an xy position based on an angle. UV.x = sin(angle) UV.y = cos(angle)
  7. Lethal Raptor Games

    lua to C++

    There seems to be functions under Steamworks in C++. Type Steamworks then :: to see the functions available.
  8. Lethal Raptor Games

    lua to C++

    What are you trying to access in the steam API?
  9. Lethal Raptor Games

    lua to C++

    Scripts can still be attached to objects. There should be a visual studio project file in one of the folders of your project, under Project->Windows i think...? Load that up, and you'll see in App.cpp the code that executes Main.lua. You should just need to recode Main.lua into App.cpp and go from there.
  10. Lethal Raptor Games

    Texture MipMaps

    Okay, I got it working with the tool you posted thanks.
  11. Lethal Raptor Games

    Texture MipMaps

    Any idea when this could be fixed?
  12. Lethal Raptor Games

    DTX5 vs DTX5n

    Just curious as to why a normal map should use the later compression mode? Does it preserve detail in a different way than DTX5?
  13. Lethal Raptor Games

    Texture Arrays

    I'm not sure why it's needed either. I will be looking into it more as i dont think its just the texture array shader. I have a shader that uses a storage object and it dosnt work with zsort on. I'll see if I can track the problem down.
  14. Lethal Raptor Games

    Texture Arrays

    I guess I'll have to leave texture arrays alone then. Don't want to not use MSAA 😉 Will turbo be different regarding the depth texture? Can we also have the option to use texture arrays?
  15. Lethal Raptor Games

    Texture Arrays

    Correct. What I noticed with texture arrays is, the material had to have z-sort enabled in order for the textures to show. With z-sort enabled on my terrain, and MSAA enabled I get this issue. Can the resolution of the depth texture be changed to match the context or is this impractical?
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