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Joh

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Everything posted by Joh

  1. Well as all of us still have a life, i can surely understand your needs! Honestly speaking i did not use leadwerks forum since a while so i don't know most of the users.. My goals is fulfill my free time with some interesting project, so of course let me know anything about that.
  2. I know about last community project, i was looking for something similar. I did a lots of game, so is not easy describe "my skills", i love AI, but i work for a small software house (10 persons) so most of the time i need to do many things.. (Gameplay, Ai, Ui, etc..) My known languages are: C++, Java, C#, Ue4 (Blueprints), Basic, Blitz, Js You can also check my linkedin profile: https://www.linkedin.com/in/johnny-picciafuochi-3536b318
  3. Hi guys, i am back to Leadwerks! Many months (years!?!?) ago i was a Leadwerks user, now i am back again and i would like join for a HUGE project. My name is Johnny and i am a full time programmer, i have some free time atm and i really want give to Leadwerks engine a great game! Is there any community project or other kind of project in development? Let me know ASAP! Joh.
  4. Hi guys i am looking for the fastest way to know the x,y screen coordinates of a 3d point. Any suggestion?
  5. Nice.. Didn't know about this callback. In past i used another way to render with opengl.
  6. So basically we should just use our opengl command in this callback?
  7. @Josh working with aabb and entity i see a strange issue (not sure if it's a bug, i am back on leadwerks after many months..) i loaded the monstertruck and aabb y0 higher of some vertex position.. It's probably due to tyre but how could i find the correct aabb y0? Also i am working on animation, is there a way to get vertex-bone information? I know my english is bad, i hope you'll understand what i was meaning for.
  8. Ok a fast update.. Modified the code to be faster, fixed some bugs, now voxel are a lot more detailed. Still working on point/cube render. On blank rectangle there is written the number of voxels present!
  9. You should do something like this to load everything. Framework leadwerks.engine Import "c:\leadwerks engine sdk\bmx\framework\framework.bmx" Include "lua-gluefunctions.bmx" GCSetMode(2) RegisterAbstractPath ("c:leadwerks engine sdk") Graphics(800, 600) 'Create a framework instance called 'fw'' Global fw:TFramework = CreateFramework() If Not fw RuntimeError "Failed to initialize engine." 'Pass to the lua state' SetScriptObject("fw", fw) Global scene:TEntity = LoadScene("abstract::deserthighway.sbx") PositionEntity(fw.Main.camera, StringToVec3(GetEntityKey(scene, "cameraposition"))) 'movement variables' Global move:Float = 0.0 Global strafe:Float = 0.0 Global camrotation:TVec3 = Vec3(0) Global mx:Float = 0.0 Global my:Float = 0.0 HideMouse() fw.SetStats(1) 'Main loop' Repeat If KeyHit(KEY_ESCAPE) Exit If AppTerminate() Exit 'camera rotation/movement' CameraUpdate() fw.Update() fw.Render() SetBlend(1) DrawText("Use WSAD/Mouse to move/rotate camera",0,20) SetBlend(0) Flip(0) Forever GCCollect() ShowMouse() End Function CameraUpdate() mx = Curve(MouseX() - GraphicsWidth() / 2, mx, 6) my = Curve(MouseY() - GraphicsHeight() / 2, my, 6) MoveMouse(GraphicsWidth() / 2, GraphicsHeight() / 2) camrotation.X = camrotation.X + my / 10.0 camrotation.Y = camrotation.Y - mx / 10.0 RotateEntity(fw.Main.camera, camrotation) move = KeyDown(KEY_W) - KeyDown(KEY_S) strafe = KeyDown(KEY_D) - KeyDown(KEY_A) MoveEntity(fw.Main.camera, Vec3(strafe / 10.0, 0, move / 10.0)) End Function Function StringToVec3:TVec3(text:String, scale:Float = 1.0) Local t:TVec3 = Vec3(1) Local sarr:String[] sarr = text.split(",") If sarr If sarr.length > 0 t.x = Float(sarr[0]) * scale If sarr.length > 1 t.y = Float(sarr[1]) * scale If sarr.length > 2 t.z = Float(sarr[2]) * scale EndIf Return t EndFunction 'These functions allow you to pass framework to the lua state' Function SetScriptObject(name:String, o:Object) Local size:Int=GetStackSize() lua_pushbmaxobject(luastate.L,o) lua_setglobal(luastate.L,name) SetStackSize(size) EndFunction Function GetStackSize:Int() Return lua_gettop(luastate.L) EndFunction Function SetStackSize(size:Int) Local currentsize:Int=GetStackSize() If size<currentsize lua_pop(luastate.L, currentsize - size) EndIf EndFunction
  10. Roland are you able to read my mind? Simply you written what i was thinking.. I am a bit scary!
  11. @Benton i used library many times, if you need to do a project you have limited amount of time. But this is not my case, i do this for fun!
  12. Ahaha that's why i love my job! That feeling!
  13. There is a beta of the exporter here: http://www.leadwerks.com/werkspace/files/file/353-voxel-exporter/ @Josh i see. Ok i'll try to improve my code. @Naughty Allen i know this lib, but if i use it i will lose the possibility to get fun doing this!
  14. @Annixa an exporter is already ready. I'll upload it tomorrow. @Wh1sp3r a good idea, i could try it. Creating a good voxel render code it will take some time anyway. @Josh It will be amazing if i could have a callback when the engine renderize triangles. This is really usefull for the real time navmesh. As now my code spent something like 35 millisecs to check 5000 triangles, as i don't have directly access to the render source code i am checking all the triangles.. It will be faster if i will be able to skip this step with a callback.
  15. Well exactly how this could help me? I mean i CHOOSE to use leadwerks as in past this community gave me a lot, now i wanna create a commercial game with this engine. Also my target is a real-time navmesh generator that will be used during the game, so i don't need static data or something else. @Josh Is it possible to have a callback ffrom the engine during the render? Exactly when triangle are processed..
  16. This make sense.. But if i don't remember wrong i saw this issue on oildrum too.. It have hierarchy?
  17. CopyEntity but this model have more then 4000 triangles and cube are 0.1 scaled.. so there are a lot of them!
  18. ahaha not sure it will work!
  19. Well i used leadwerks cube.. Also my target is just voxelize it (i don't really need to render) as i use it only to create a navmesh. But i was thinking to implement also a render way and the performance it can (slightly) improved with other code.
  20. Well i should create also my own cube implementation to let it usable. Next step is to create a video with animation. Or (better) using texture. I'll see.
  21. Here my first code for voxelization, my target is create a navmesh and those code work quite good, but could be better. Anyway i was testing it and i like the result!
  22. So i should get the child? Ok i'll check, but anyway was just a question.. I noticed it during some test for voxellization.
  23. Well i loaded the mesh, i used loadmesh.
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