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Joh

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Posts 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.

    • Upvote 2
  4. @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.

  5. 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!

    post-702-0-70760100-1341216105_thumb.jpg

    post-702-0-34412900-1341216114_thumb.jpg

  6. 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
    

  7. @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.

  8. 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..

  9. 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.

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