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Guppy

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Everything posted by Guppy

  1. Looking at the 2nd sketch I kind of expected his lower body to be an arachnid - mostly because that would be super creepy xD
  2. http://cgcookie.com/blender/2011/01/21/intro_uvmapping/
  3. you mean like object picking? http://antongerdelan.net/opengl/raycasting.html I would have though it built in but I cant find anything when searching for it on the site
  4. Yeah - any post processing could be done by the objects shader.
  5. While the virtual file system / container is trivial to write I'm not entirely certain you can do this in the indie version your self - for one thing you would need to overload/intercept ( or what ever the lua term is) every instance where LE tried to load something off this disc, and I'm fairly certain that isn't exposed to you.
  6. It's an integrated graphics card - people tend to slap a dedicated one in either because of output options or speed. The quick fix would be to disable the intel gfx card in bios (if it lets you) the downside to that is you cannot use it to offload calculation on ( opencl, etc )
  7. http://www.leadwerks.com/werkspace/page/Leadwerks_2_tutorials/_/programming/raknet-in-leadwerks-tutorial-r80 IIRC Raknet is free if you make less than 100k USD from games
  8. RTT / multiple cameras - to get the security camera effect, or portals for that matter
  9. I don't see that anywhere tbh - if your refering to "No original digital media file or files or segment or component thereof may be published, sold, distributed, transferred, marketed, or further licensed. This includes any publication of such files in a format which may lend itself to resale, export or distribution for further use." Then stuffing the model into any sort of virtual filesystem and or adding a custom header would qualify - the problem is that "lend itself" is a vague non legal term and since your not the one who written the contract any interpretation favors you.
  10. http://www.blendswap.com/blends - 10.000+ free models ( license vary, but you can filter by license - and honestly even CC-BY can be used in commercial games. Not all models are game friendly so watch out for that) http://opengameart.org/ - this one is a mine field in so far as licenses go so you really need to keep an eye out
  11. That explains a bit - every human size character created in max that I import into blender comes out at ~40m tall - which needless to say gives a bit of issues with clipping . 1.9 inches => x2.52 cmd = 4.788cm 190cm / 4.788cm gives roughly a scale factor of 40
  12. This one is for C but seems a little more clear cut that the example on lua-users http://blog.acamara.es/2012/08/22/creating-a-lua-5-2-dynamic-link-library-of-c-functions/
  13. err what? it's just a shader running in webgl - slap it on an appropriately sized quad that's facing the camera and hey presto. to add dynamic light modify the shader to to also average the colors and add a point light at the center in that color - timing the intensity of the color to the animation. I don't really know how physics work in LE yet but the way I would to it would be to create a bounding/collision sphere and that "grows" each step of the animation and apply force to objects that collide with the sphere based on their distance to the center of the sphere. That way objects gets blown away at different rates depending on their mass NB: I'm very new to LE, this is just how I would solve the problem in a homegrown engine - you may not be able to do it in LE but I rather think you can.
  14. not sure about the physics but this looks pretty awsome: https://www.shadertoy.com/view/XdfGz8
  15. And i take it the editor does not support plugins?
  16. While waiting for the linux version I'm brushing up on my somewhat rusty c++ skills and learning openCL - the end goal would be to implement a procedural terrain generator that will emit meshes via dual marching cubes. I think it would be possible to add the terrain to Leadwerks 3.1's pipe line by wrapping the VBO's in a class that inherits from "entity" - but the question is would this show up in the editor? ( still a bit unclear on just how the editor interacts with the game executable )
  17. Well serves me right for using different emails depending on the level of trust I place in the service. Suppose by the time the linux version drops we will have been told officially how to link a forum account to our kickstarter acc.
  18. I see your now listed as a "backer" rather than member - how did you swing that? (also a "pro" level KS backer)
  19. My question was more about the forum access that comes from holding a license - or do you mean to split the steam developer discussion off to forums on steam it self?
  20. Will those of us who received a steam key as part of the kickstarter have "Leadwerks 3.1: Indie Edition for Windows" added to our client area? Having recently removed windows from the of the house hold computers that had this "infection" I'll have to wait (im-)patiently for the linux release, but I'd still like to be able to see the rest of forums soon
  21. That would be an add? you can add .wd-adunit { display:none; } to your user style sheet if you dont want to see it - or use add block
  22. err.. then why would you want it? The point of the steam version is that it's integrated with steam workshop and what not isn't it?
  23. Out of curiosity will kickstarters "own" the Android mobile addon or hos will that work?
  24. I think it's a tutorial level not the engine demo tbh.
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