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About martyj

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    Advanced Member
  • Birthday 07/12/1990

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    Ogden, UT

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  1. martyj

    Beta Branch Updated

    Are you still in Ukraine?
  2. That's really awesome!
  3. martyj

    Clustered Forward Rendering

    Will there be an option to have Turbo out sooner for C++ folk?
  4. martyj

    What Makes a Good Brand Name?

    Can we upgrade turbo with NOS? Turbo = Lua Nos = C++?
  5. When will we see textured models in the LE5 demos?
  6. martyj

    Animation Tweening

    I found that in my game it doesn't make sense to render animations far away. A player can't notice it, and it saves CPU load. In fact, I even ignore my whole update loop if the entity is too far. Npcs don't need to be walking around, ect when they are far either. Maybe if entities had a similar dropdown of ViewRange for animations, Near, Far, Infinite, ect, Leadwerks engine as a whole can do this logic. I'd even love an option for UpdateRange. For example: Animating an NPC in my game doesn't make sense at 30 meters, but animating my Dragon makes sense to about 100 meters. For updating, NPCs don't need to walk around unless they are within 50 meters of a player, my dragon will need to update across the whole map. This would help with the bottleknecks of the PCI express bus as we won't be sending constant animation updates for every entity.
  7. martyj

    Animation Tweening

    I totally can't wait to run my game with LE5.
  8. martyj

    Building a Zero-Overhead Renderer

    Will this feature be released in Leadwerks 4.X or just in 5.0? If it's just in 5.0, will we get a Linux build soon?
  9. Here is a map as well grid1_smithing_shop.map
  10. See attachments. Let me know when you get them so I can delete them. Dragon_L1_all_in_one.mdl Dragon_Diffuse.mat Dragon_Diffuse.mat.meta Dragon_Diffuse.tex Dragon_Diffuse.tex.meta
  11. When I switched from Windows to Linux I lost all my textures on my models. I'm guessing Leadwerks saves textures in windows as like a "tolower" or "toupper" version of their name, instead of the actual camel case. Running model -> Reimport fixes the issue.
  12. martyj

    Plugins in Leadwerks Game Engine 5

    Why not python? Large library set. Used in physics (Sells of Leadwerks Enterprise) Easy to learn Supports OOP or static methods. Easy integration with existing C++ library. http://www.swig.org/tutorial.html Ability to pre-compile scripting code.
  13. Window::Active is not defined in Linux. This code seems to provide the same functionality and would be a great addition to the Linux build. ::Window focused; int revert_to; XGetInputFocus(this->window->display, &focused, &revert_to); return focused == this->window->handle;
  14. martyj

    Plugins in Leadwerks Game Engine 5

    Will this allow us to draw 3D elements on the 3rd view? Or save data to an entity in the GetKeyValue/SetKeyValue functions? It would be nice to automatically re-skin NPCs in my game based upon my backend game data.
  15. martyj


    Maybe I misunderstood. Is this just Teamspeak client bindings, so the user will have to install Teamspeak, or is Leadwerks shipping with a Teamspeak client to support in-game communication?