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About Ma-Shell

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  1. Ma-Shell

    standalone zip password

    Josh seems to have a way to extract the files if you can prove ownership to him: https://www.leadwerks.com/community/topic/16895-do-you-need-your-encrypted-game-files-extracted/?do=getNewComment
  2. Ma-Shell

    Using Multiple Entity Scripts in Turbo Game Engine

    Nice, I like the concept you are proposing here. Just adding my 2 ct: When you said, there was no remove-function for a script, that makes perfect sense for scripts that are only setting variables, as you mentioned. However, you might want to have the option to remove these functions. Let's consider your tank-example: If you somehow lose your main cannon, you might want to remove the script associated with it, such that future calls to GetTarget() do not call the function of the main cannon anymore. There is another issue with your tank-example: If you have two functions called GetTarget(), you would likely also name the corresponding setter-function SetTarget(), each. However, this would mean that you can only set the target of both at the same time, if you did not name them AISetTarget() and CanonSetTarget(). For this reason, I think, you should draw a line here so you have to make explicit whether you want to call functions from a different script or only those of the same script. I would suggest, you do the following: SetTarget() will only execute the function from the current script. If there is no function named SetTarget in the current script, an error should be thrown All::SetTarget() (or something similar) will execute functions from all attached scripts (as well, as the current script) with the current name (i.e. the way you proposed) FILENAME::SetTarget() will only execute the function from the script called FILENAME. If this script does not exist or it does not have this function, an error should be thrown So for each function you define in your script, you would need to internally create three different mappings. Doing this would give everyone maximal flexibility while at the same time preventing some unforeseen errors. So, everyone could still use their isolated scripts the way they used them before without even needing to change anything. If you want to call functions from other scripts, you have the choice to select either only one specific other script or all others
  3. Ma-Shell

    shader question

    In order to move the rotation center, you need to translate the point, such that the new rotation center lays at (0, 0), then apply the rotation matrix and then translate it back. This means, you need to change the last line to something similar to vTexCoords0 = (texcoords[gl_VertexID] - vec2(0.5, 0.5)) * rot + vec2(0.5, 0.5); I haven't tried it out, so you might need to switch the minus and the plus or play around a little bit but something like this should do the trick
  4. Ma-Shell

    Brushes vs. Model Geometry?

    Brushes get collapsed to form a single object (except if they have a mass or a script attached). This means, if you have 100 CSG cubes, there is still only one transformation matrix for them and basically everything that runs per object only runs once. For that reason, they should perform better than using multiple objects of box models... If you, however, compose all the boxes in your 3d modeller and export them as a single object, they should perform the same. I suppose, collapsing could have a negative impact as well: since they are only one object, the individual boxes can not be culled. I.e. if one of them is within the viewing frustrum, all of them need to go through the rendering stages until the individual fragments are finally culled when rasterizing, while if everyone is an individual object, they can be culled early. This means that both, a negative and a positive impact on performance might be possible.
  5. Ma-Shell

    Package Compression Speed

    You also need to take into consideration that you need to read less data from the harddrive and IO is usually quite a large factor in loading times, so on a slow harddrive you might even see better loading times with a compressed package.
  6. Ma-Shell

    A math question

    In the following I will use the following terminology: A -> blue point, B -> red point, C -> yellow point, D -> black point (point to find); I will further use o to specify the dot-product of two vectors and use v1, v2, v3 to specify the individual components of v. Overview: You need to mirror B on the line AC. This will yield a point B' which is on the line AD. From there you can calculate D by going |u| from A in the direction of AB'. Step by step: The line going through A and C can be written as X=A+p*a with p being a scalar variable. We need to find a vector Z such that B+Z is on that line (i.e. there exists a value for p such that B+Z = A+p*a -> Z = A+p*a-B -> Z = p*a-w) and that is perpendicular to a (i.e. Z o a = 0). Together that is: 0 = (p*a-w) o v 0 = (p*a1-w1)*a1 + (p*a2-w2)*a2 + (p*a3-w3)*a3 -> p = (a1*w1+a2*w2+a3*w3)/(a1*a1+a2*a2+a3*a3) -> p = (a o w) / |a| With this we can calculate Z as Z = p*a-w Now we can mirror B as B' = B+2*Z -> B' = B+2*(p*a-w) Now we can calculate D as D = A + |u| * (B' - A) / |(B' - A)| Implementation: Simply hack in the formulas I marked as fat and you should be good (p is a float and B' and D are both vectors). Let me know if you need any further help with that!
  7. Ma-Shell

    Clustered Forward Rendering Victory

    @reepblue: Source: So it's planned for LW 5
  8. Ma-Shell

    C++ While Loop Not Responding

    This should sort itself out, once you actually do anything. Windows says that a program is not responding, if it does not check its event-queue for some time. Try adding something like if (window->KeyHit(Key::Escape) == true) { return false; } You actually don't even have to do anything with the result of KeyHit, you just need to call it, so it takes a look at the event-queue
  9. Ma-Shell

    Object reference count error & Crashes

    I think, the engine should call addref before calling a hook in a script and release afterwards. This way this could never lead to a problem like this and there would be no harm in doing so, since in this event the world would first release its reference and after the object was done with its current hook it would be deleted.
  10. Ma-Shell

    First Animation Metrics

    Sounds awesome but seriously: There is really no need to go higher... With Full HD, that would mean, that would leave about 15x15 pixel for each zombie... This is should be enough... (unless you are trying to create another Ultimate Epic Battle Simulater )
  11. Ma-Shell

    Buffer Alpha

    It seems the SetColor-Overloads that take Integers as arguments are broken and always pass the same alpha value that was passed as the last. Using either a float-overload or the Vec4-overload yields the expected results: #include "App.h" using namespace Leadwerks; App::App() : window(NULL), context(NULL), world(NULL), camera(NULL) {} App::~App() { delete world; delete window; } Buffer* buffer; bool App::Start() { window = Window::Create("Test"); window->Show(); context = Context::Create(window); world = World::Create(); camera = Camera::Create(); buffer = Buffer::Create(1024, 768, 1, 0); return true; } bool App::Loop() { if (window->KeyHit(Key::Escape) == true) { return false; } world->Update(); world->Render(); context->SetBlendMode(Blend::Solid); buffer->Enable(); //buffer->SetColor(Vec4(10, 1, 0, 0)); buffer->SetColor(10.0f, 1.0f, 0.0f, 0.0f); buffer->Clear(Buffer::Color); //context->SetColor(Vec4(1, 0, 0, 1)); context->SetColor(1.0f, 0.0f, 0.0f, 1.0f); static int x = 0; context->DrawRect(x++ % 200, 50, 100, 100); context->SetBlendMode(Blend::Alpha); context->Enable(); context->SetColor(1.0f, 1.0f, 1.0f, 1.0f); context->DrawRect(10, 10, 100, 100); context->DrawImage(buffer->GetColorTexture(), 0, 0); context->SetBlendMode(Blend::Solid); context->Sync(); return true; } (I made the red rectangle move by using the static x-variable, so you can see that the buffer is indeed cleared). @Josh Should I file a bug-report for this?
  12. Ma-Shell

    Model visibly reloading on fast camera movement

    Why would that be considered correct? Is the culling performed asynchronously to the rendering or only every other frame? Otherwise this behavior makes no sense to me...
  13. Ma-Shell

    Plugins in Leadwerks Game Engine 5

    As far as I know, VS code is not directly built on top of Atom. Both, however, depend on the Electron framework (https://electronjs.org/) for rendering and thus are mainly written in JS. From my experience, both are quite good editors but both are quite heavyweight. Compared to Sublime Text (which is clearly what the devs took as their inspiration, but which unfortunately is not free), they lack somewhat in responsiveness. This comes from both being JS-applications, while Sublime Text is a native application. This also reflects in the sizes with 300 MB and 200 MB vs 30 MB. With that being said, I would go for VS code, since it seems more responsive than Atom and does weight less. In terms of features, both should be pretty equal and both are cross platform and open source.
  14. Ma-Shell

    Just bought Leadwerks Game engine

    Yes, you need the professional DLC. The standard edition only features LUA.
  15. Ma-Shell

    Procedural Script API

    I would prefer the OOP-way since you can easily get information about what can and what cannot be made with an object... This especially applies to auto-completion, like intelli-sense. It is far more convenient to only see the functions that apply to the given object. But why don't you do both? You can also create the procedural functions as wrapper-functions that merely call the OOP-functions or vice versa.