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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. After seeing this code in the shaders; uniform instancematrices { mat4 matrix[MAX_INSTANCES];} entity; It makes me wonder if there is a way to get a instance index of an entity in C++? So after calling entity->Instance() there must be number incremented somewhere right?
  2. Are you trying to call GetChild() or FindChild()?
  3. If I assign a material to an object in the editor then load it, it displays with the material yet GetMaterial() returns NULL. #include "App.h" using namespace Leadwerks; App::App() : window(NULL), context(NULL), world(NULL), camera(NULL) {} App::~App() { delete world; delete window; } bool wireframe = false; bool App::Start() { window = Window::Create(); context = Context::Create(window); world = World::Create(); camera = Camera::Create(); camera->SetFOV(70.0f); camera->Move(0, 0, -15); auto m = Model::Load("Models\\Characters\\Generic\\generic.mdl"); //auto mat = Material::Load("Materials\\Developer\\bluegrid.mat"); //m->SetMaterial(mat); auto m2 = m->GetMaterial();//returns NULL unless I load the material and apply it via code return true; } bool App::Loop() { if (window->KeyHit(Key::Escape) == true) { return false; } if (window->KeyHit(Key::F3) == true) { camera->SetDebugPhysicsMode(!camera->GetDebugPhysicsMode()); } if (window->KeyHit(Key::F2) == true) { if (wireframe == true) { camera->SetDrawMode(0); wireframe = false; } else { camera->SetDrawMode(2); wireframe = true; } } Time::Update(); world->Update(); world->Render(); context->Sync(); return true; } I am using the latest update on the default branch.
  4. Time::Update(); ah well - you have to add this. 😳
  5. I swear I must be doing something wrong, I can't get the following code to do anything. The body remains active (orange) yet doesn't move. This is using the latest 4.6 update on the default branch. #include "App.h" using namespace Leadwerks; App::App() : window(NULL), context(NULL), world(NULL), camera(NULL) {} App::~App() { delete world; delete window; } bool wireframe = false; bool App::Start() { window = Window::Create(); context = Context::Create(window); world = World::Create(); camera = Camera::Create(); camera->SetFOV(70.0f); camera->Move(0, 0, -15); auto player = Model::Cylinder(); auto s = Shape::Cylinder(); player->SetShape(s); player->SetMass(1.0f); return true; } bool App::Loop() { if (window->KeyHit(Key::Escape) == true) { return false; } if (window->KeyHit(Key::F3) == true) { camera->SetDebugPhysicsMode(!camera->GetDebugPhysicsMode()); } if (window->KeyHit(Key::F2) == true) { if (wireframe == true) { camera->SetDrawMode(0); wireframe = false; } else { camera->SetDrawMode(2); wireframe = true; } } world->Update(); world->Render(); context->Sync(); return true; }
  6. Lethal Raptor Games

    Dev Log

    Looking forward to seeing more of Turbo! What is the next step?
  7. It's been fun. I was thinking of making it work with the inbuilt terrain system and adding it to the marketplace.
  8. Thought I'd show off what I've been working on this weekend. I have implemented procedural grass as found here at Outerra. There is still more work to be done on it but so far it looks promising.
  9. As a basic solution, yes. I more referring too how to make the clothing animate with the character. I think the only option is too export all the clothing with the character and hide / show what clothing you want. I'm still trying to figure out if there is another way yet.
  10. How would I attached a clothing model to an animated character? The clothing has been skinned in blender and it has an animation shader applied. I tried loading it and parenting it to the character but I am thinking it might need to be parented to the rig somehow? Anyone have any suggestions?
  11. @Josh would you have any idea about this?
  12. I've been asked by my animator if Leadwerks supports IK bones?  I'm under the impression if you setup IK in blender to animate with, the bones are exported with their transformations saved in the file.  Is this correct?

    1. Show previous comments  1 more
    2. Lethal Raptor Games

      Lethal Raptor Games

      Okay will do.  Thanks

    3. gamecreator

      gamecreator

      It supports 3DS Max Biped and CAT rigs, for what that's worth.

    4. slick29

      slick29

      Stupid question, but supports 3DS Max Biped and CAT rigs how?

  13. You're adding a force in the Z direction. What you want is somthing like this; Float angle = player.rotation.y Float x = math.sin (angle) Float z = math.cos (angle) Addforce (position, vec3 (x, 0, z))
  14. It looks much better now. I see you're adding 200 in the Y direction which seems too much. You can get the facing direction of the player and add a force in that direction.
  15. You can call GetCollisionType () to see if it matches the boxes. 😊
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