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Lethal Raptor Games

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About Lethal Raptor Games

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    Advanced Member
  • Birthday 06/23/1989

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  • 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. Time::Update(); ah well - you have to add this. 😳
  2. 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; }
  3. Lethal Raptor Games

    Dev Log

    Looking forward to seeing more of Turbo! What is the next step?
  4. It's been fun. I was thinking of making it work with the inbuilt terrain system and adding it to the marketplace.
  5. 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.
  6. 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.
  7. 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?
  8. @Josh would you have any idea about this?
  9. 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


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

    4. slick29


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

  10. 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))
  11. 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.
  12. You can call GetCollisionType () to see if it matches the boxes. 😊
  13. You may have to put some timing checks in place, because for a period of time the foot pivot will be inside the box and will constantly add a force. lastTime = 0 function Script:Collision(entity,position,normal,speed) if(Time:Millis() > lastTime + 1000) { //Only add if the kicks are spaced by 1 second entity:AddPointForce(position,Vec3(0,0,100)) //Add the force to the box lastTime = Time:Millis() } end Something like that.
  14. Looks good! You've got something to play around with now at least.
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