Jump to content

SpiderPig

Supporters
  • Content count

    315
  • Joined

  • Last visited

Community Reputation

47 Excellent

About SpiderPig

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.

Recent Profile Visitors

4,999 profile views
  1. How are you making the collision hull? Exporting as FBX then converting that model to a collision hull?
  2. No problem. Just the fbx should be fine. 😁
  3. Can you upload a model? I can test it on my end and see what might be happening.
  4. SpiderPig

    Pre-Alpha v1.0

    The Seventh World is a Medieval Fantasy Survival game, inspired by the likes of Skyrim and ARK Survival Evolved. It's been under development for the last two years but only in the last eight months has a real commitment been made to it. Spending every night after work and every other day working on it I've achieved a base from which to build on. The cuboid landmasses are called fragments. They are arranged as a sphere to make up a planet. Game-play will eventually include moving from one fragment to another. Each fragment face has a gravity direction toward the center of the land mass. Each face is known as a World. The top most face is the First World. The left, The Second World. The right, The Fourth World. The North face is The Fifth World and the South face is The Sixth. The last face, opposite to the top is The Third World. Each World is separated by an area of weak gravity known as the gravity void, making it difficult to travel between them without the right equipment. Each world will also have unique features and biome characteristics. In total, there will be approximately 12.5 million square kilometers of explorable terrain. There is minimal game-play at the moment. You spawn in one of the procedurally generated towns and the most you can do is; Harvest trees. Drink from the well. Sell/buy items from the shop. Eat equitable editable items. Run around. What I'll be working on next is fixing the obvious graphics issues. This will include; Terrain patch seams. Billboard trees and their many issues. Bugs when nearing the gravity void. Distant fragment seams. The Plan My overall plan is to get this to an alpha stage so it can be released on Steam. For this stage I want to have the following implemented; VR Multiplayer Building mechanics. Basic Missions. Improved Graphics. Bug Warning Physics shapes are not releasing and are causing memory usage to increase. Various other small memory leaks. Crashes in the gravity void sometimes. Feedback and suggestions are welcome. I hope to have a progress update every one to weeks. Download Here
  5. SpiderPig

    The Seventh World Pre Alpha v1.0

    The Seventh World is a Medieval Fantasy Survival game, inspired by the likes of Skyrim and ARK Survival Evolved.
  6. SpiderPig

    The Seventh World Pre Alpha v1.0

    The Seventh World is a Medieval Fantasy Survival game, inspired by the likes of Skyrim and ARK Survival Evolved. View full game
  7. SpiderPig

    Glass material??

    What Josh says here is that the deferred renderer can't do transparency like that. We can only discard one pixel at a time to get 100% transparency.
  8. SpiderPig

    Loading from the encrypted data file

    I'm creating a password protected zip in C#. What type of encryption does the engine use when loading a package? I have a flag for AES I can set to 128 or 256 or off. The zip file did load but no files could be read from it, and the passwordVerified flag was still false.
  9. SpiderPig

    ReceiveSignal()

    I'm looking at the Actor class, when does ReceiveSignal() execute?
  10. Hi @Josh, a topic of mine for a while has been making my own character controller but with no success. Using the default controller would be fine, except changing the worlds gravity dons't change the up vector for the controller. It just falls to the side. I'd like to have the ability for each controller (and even each physics object) to have it's own gravity direction, or at the very least for the controller to work with world gravity. Options like this allow for much more diverse range of games that Leadwerks (and Turbo) can make. Test program below; #include "App.h" using namespace Leadwerks; App::App() : window(NULL), context(NULL), world(NULL), camera(NULL) {} App::~App() { delete world; delete window; } float lookspeed = 0.1, looksmoothing = 0.5; Vec3 mousepos; float jointpos = 1; bool wireframe = false; Entity* child; Vec3 p = Vec3(0.0f); bool App::Start() { window = Leadwerks::Window::Create(); context = Context::Create(window); world = World::Create(); world->SetGravity(9.8f, 0, 0); camera = Camera::Create(); camera->Move(0, 0, -4); camera->SetDebugPhysicsMode(true); Light* light = DirectionalLight::Create(); light->SetRotation(35, 35, 0); child = Model::Box(); child->SetColor(1.0, 0.0, 0.0); child->SetPhysicsMode(Entity::CharacterPhysics); child->SetMass(1); Model* floor = Model::Box(); floor->SetShape(Shape::Box()); floor->SetPosition(5, 0, 0); floor->SetScale(30, 0.1, 30); floor->SetRotation(0,0,45); mousepos = window->GetMousePosition(); window->SetMousePosition(context->GetWidth() / 2, context->GetHeight() / 2); return true; } bool App::Loop() { if (window->Closed() || window->KeyDown(Key::Escape)) return false; if (window->KeyHit(Key::F3) == true) { camera->GetDebugPhysicsMode() == true ? camera->SetDebugPhysicsMode(false) : camera->SetDebugPhysicsMode(true); } if (window->KeyHit(Key::F4) == true) { camera->GetDebugEntityBoxesMode() == true ? camera->SetDebugEntityBoxesMode(false) : camera->SetDebugEntityBoxesMode(true); } if (window->KeyHit(Key::F2) == true) { if (wireframe == true) { camera->SetDrawMode(0); wireframe = false; } else { camera->SetDrawMode(2); wireframe = true; } } float cx = Math::Round(context->GetWidth() / 2); float cy = Math::Round(context->GetHeight() / 2); Vec3 mpos = window->GetMousePosition(); window->SetMousePosition(cx, cy); mpos = mpos * looksmoothing + mousepos * (1 - looksmoothing); float dx = (mpos.x - cx) * lookspeed; float dy = (mpos.y - cy) * lookspeed; Vec3 camrot = camera->GetRotation(); camrot.x += dy; camrot.y += dx; camera->SetRotation(camrot); mousepos = mpos; float _time = Time::GetSpeed(); float camspeed = 0.2f * _time; if (window->KeyDown(Key::Shift) == true) { camspeed = camspeed * 5.0f; } if (window->KeyDown(Key::W) == true) { camera->Move(0, 0, camspeed); } else if (window->KeyDown(Key::S) == true) { camera->Move(0, 0, -camspeed); } if (window->KeyDown(Key::A) == true) { camera->Move(-camspeed, 0, 0); } else if (window->KeyDown(Key::D) == true) { camera->Move(camspeed, 0, 0); } if (window->KeyDown(Key::T) == true) { camera->Move(0, camspeed, 0); } else if (window->KeyDown(Key::G) == true) { camera->Move(0, -camspeed, 0); } Leadwerks::Time::Update(); world->Update(); world->Render(); context->Sync(); return true; } TestingGrounds.zip
  11. SpiderPig

    Info Log cgf?

    Are you wondering why sand boxing is disabled? I think someone said this was from the Leadwerks 2.x days and not applicable now...
  12. SpiderPig

    Demo Game A forklift truck .Exe

    Awesome fun I drove over the pallets a few times and sometimes they flung up into the air. Did you find fix for this your the next blog?
  13. SpiderPig

    Test Driving new Vehicle. :D

    Looking good It does look like it's improved since the last time.
  14. SpiderPig

    Next Steps

    Look forward to seeing these implemented.
×