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Lethal Raptor Games

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Everything posted by Lethal Raptor Games

  1. GetMaterial() might be returning null.
  2. That will work but it still dosnt answer the question on why GetMaterial() returns null on an entity that has been loaded from disc.
  3. This is what I was trying to solve with resetting the hit-state.- Vec3 mpos = window->GetMousePosition(); if (mpos.x > 500) { if (window->KeyHit(Key::R) == true) { int test = 0; } } else { //If mouse.x is less than 500 and the key is pressed nothing happens. however if you then move your mouse to greater than 500, they key is detected as hit. } I think FlushKeys() was resetting keydown events too... I'll have to retry that and check...
  4. for (int id = 0; id < 256; id++) { MainFrame::window->keyhitstate[id] = false; } I think this was the cause. I can't remember why I was doing this though... I need to write more notes on my code... My only guess as to why this was the problem is that some key-presses are being picked up after a KeyHit() check is being made?
  5. I haven't managed to pin point this issue yet but sometimes I have to press keys multiple times before it registers. My fps average between 40 to 60 and it happens when I use Window::KeyHit(). KeyDown() has no problems. Has anyone else had similar issues to this? I was wondering if it was something to do with low fps and it didn't detect the key in some frames?
  6. Time::Update(const int framePerSecond=60) Just curious on what happens if you change the argument from 60 to something else? Or if Sync is off and I'm getting 100 FPS and it is left at the default of 60?
  7. If setting the joints position has no effect on how it performs then that'd make sense.
  8. What happens if the child entity is offset from the joint position? For example, the joint is made at 0,0,0 but the child exists at 100,100,100? Or if I move the object with SetPosition() after I have assigned it to the joint?
  9. 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?
  10. Are you trying to call GetChild() or FindChild()?
  11. 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
  12. Time::Update(); ah well - you have to add this. ?
  13. 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 play
  14. Looking forward to seeing more of Turbo! What is the next step?
  15. It's been fun. I was thinking of making it work with the inbuilt terrain system and adding it to the marketplace.
  16. 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.
  17. 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.
  18. 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?
  19. @Josh would you have any idea about this?
  20. 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. Lethal Raptor Games

      Lethal Raptor Games

      Okay will do.  Thanks

    2. gamecreator

      gamecreator

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

    3. slick29

      slick29

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

    4. Show next comments  15 more
  21. 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))
  22. 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.
  23. You can call GetCollisionType () to see if it matches the boxes. ?
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