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Alex88

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Posts posted by Alex88

  1. Sorry Josh, but I can't say this too. sad.png

     

    But I have found a workaround. When I start steam with the following command:

     

    MESA_GL_VERSION_OVERRIDE=4.3COMPAT steam
    

     

    steam show the correct OpenGL Version under 'Help' -> 'System Information' and Leadwerks do a great job even with mesa 13.0.2. wink.png

  2. Hello together, I have the same problem with the open source mesa driver and my AMD R9 380. Of course the graphic card support OpenGL 4.5 (at the moment with Mesa 13.0.2 only OpenGL 4.3) and even Vulkan but I think Leadwerks check the wrong version string on linux. In mesa the OpenGL version string will always be version 3.0 but the OpenGL core profile version string which is the point of matter is version 4.3. So Leadwerks think the graphic card only support OpenGL 3.0 (what is wrong) and try to start the experimental OpenGL 3.0 fallback what doesn't work.

     

    The best solution is that Josh change the OpenGL version string check to OpenGL core profile version string on linux or the second solution is to override the environment variable OpenGL version string.

     

     

    glxinfo | grep OpenGL output:

     

    OpenGL vendor string: X.Org

    OpenGL renderer string: Gallium 0.4 on AMD TONGA (DRM 3.3.0 / 4.8.15-1-MANJARO, LLVM 3.9.0)

    OpenGL core profile version string: 4.3 (Core Profile) Mesa 13.0.2

    OpenGL core profile shading language version string: 4.30

    OpenGL core profile context flags: (none)

    OpenGL core profile profile mask: core profile

    OpenGL core profile extensions:

    OpenGL version string: 3.0 Mesa 13.0.2

    OpenGL shading language version string: 1.30

    OpenGL context flags: (none)

    OpenGL extensions:

    OpenGL ES profile version string: OpenGL ES 3.1 Mesa 13.0.2

    OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.10

    OpenGL ES profile extensions:

     

     

    Leadwerks.log output:

     

    Initializing OpenGL4 graphics driver...

    OpenGL version 300

    GLSL version 130

    Device: Gallium 0.4 on AMD TONGA (DRM 3.3.0 / 4.8.15-1-MANJARO, LLVM 3.9.0)

    Warning: Running in experimental OpenGL 3.0 fallback for Intel graphics.

    Error: OpenGL4 graphics driver is not supported.

  3. I have downloaded the example from the "bug report" and tried it, but I have still the problem, if I use the PhysicsSetRotation line, nothing happens. If I use the SetRotation line it works, but there is the ball bug. blink.png

     

    In the example you use an fbx floor and need to add a brush physics shape, but in my project I already use brushes for the playground. huh.png

  4. Right now you are using object translation rather they physics translation.

    Like suggested you either use SetRotation or use AddForce

     

    I tried to make same game using BSP, even using Lua SetRotation, its was a pain and didn't succed to create such so easy game sad.png (LE3 will need some BSP physics and child physics revamp)

     

     

    Here is the code for rotating the model table, but nothing happens ?

     

     

    Hmm okay, this sounds bad. unsure.png I will try your code tomorrow.

  5. Have you tried to enable the "Swept collision" option for your ball?

     

    ...

     

    Do you use PhysicsSetRotation for the playground movement?

     

    I tried with "Swept collision" but the problem is still there.

     

    Here is my lua script:

     

    window = Window:GetCurrent()
    rotation = Vec3(0.0, 0.0, 0.0)
    rotationAngle = 8.0
    
    pressAnyKey = false
    
    
    function Script:UpdateWorld()
    rotation = self.entity:GetRotation()
    --Time:Delay(1)
    
    if window:KeyDown(Key.W) and rotation.x < rotationAngle then
    pressAnyKey = true
    self.entity:Turn(1 * Time:GetSpeed(), 0, 0)
    elseif window:KeyDown(Key.S) and rotation.x > -rotationAngle then
    pressAnyKey = true
    self.entity:Turn(-1 * Time:GetSpeed(), 0, 0)
    else
    pressAnyKey = false
    end
    
    if window:KeyDown(Key.A) and rotation.z < rotationAngle then
    pressAnyKey = true
    self.entity:Turn(0, 0, 1 * Time:GetSpeed())
    elseif window:KeyDown(Key.D) and rotation.z > -rotationAngle then
    pressAnyKey = true
    self.entity:Turn(0, 0, -1 * Time:GetSpeed())
    else
    pressAnyKey = false
    end
    end
    

     

    I tried with PhysicsSetRotation but I don't get it to work. If I try it, my playground doesn't do anything.

     

     

    Could you post your models for us to test please ?

     

    Here it is. It is just a simple ball created in Blender without any uv mapping. The playground is made from primitives.

     

    Ball.zip

  6. Hello together, I'm still working on my "roll the ball" game and it's going forward, smile.png but now I have a problem with my ball.

     

    As long as the ball is rolling, everything works fine, but when the ball is reaching a corner or the playgound is absolutly straight, the collision detection and the physic calculation are going off. huh.png

     

    post-7920-0-50959000-1390321144_thumb.jpg

     

    post-7920-0-30794200-1390321149_thumb.jpg

     

     

    I don't use any script for my ball, just the following physic settings:

     

    post-7920-0-56415000-1390321154.jpg

     

     

    Any ideas? smile.png

  7. Is the script attached to your parent box , not to a child ?

     

    Try saving your cubes group as a prefab and attach script to that prefab.

     

    This is exactly what I have done already. wink.png

     

     

    create a pivot as parent. all boxes are childs. rotate the pivot

     

    (cant test it right now but seems legit)

     

    If I attached my lua script to the pivot, nothing rotates. Here is my lua script:

     

    function Script:UpdateWorld()
    self.entity:Turn(1 * Time:GetSpeed(), 0, 0, true)
    end
    

     

     

    I confirm the bug.

     

    ...

     

    @Alex88 :

    it can be frustrating to not be able to do such simple stuff using BSP, but i recommend you to simply use models instead using BLender or Sketchup programs for example.

     

    Hehe, you are absolutely right. It is frustrating to not be able to do such a simple stuff. wink.png

     

    So did I found a bug in Leadwerks? huh.png

     

    Why not just make the ground in blender and import it?

     

    Because I was too lazy for the UV mapping. biggrin.png

     

     

    Make an empty script call it : nocollapse.lua (doesn't need to have any code in it)

     

    Add the script to box2,3,4,5

     

    They shouldn't collapse on run anymore and respect the parent rotation and position.

    So if you rotate the parent, they should follow.

     

    This really works! I don't know why, but it works! ohmy.png Can you explain it to me?

  8. Hello together,

     

    I am new here in the Leadwerks forum and I would like to introduce myself. My name is Alex, I am 25 years old and I am from Germany. I started with game development in 2000 and I worked a long time with the 3D Game Studio from Conitec, but my biggest wish was always to develop computer games for Linux in Linux. smile.png So I tested the Blender game engine in the version 2.4x but it was not what I had imagined. sad.png

     

    In 2011 I started with Unity and at the beginning everything was great, but a few years later I don’t like the way Unity goes. huh.png I am a little idealist and I like open source software and I like to support small companies without millions of dollar budget. smile.png

     

    On my research I found Leadwerks and the coming Version 3.1 with complete Linux support. I tested the current trail version for Windows and liked it very much! wub.png I wish I had found Leadwerks earlier and could have supported the Kickstarter campaign.

     

    Sorry for my poor grammar, but unfortunately I don’t need English in my daily routine and my last English lesson is a long time ago. tongue.png

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