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  1. I'm trying to created a special move collision sphere for my game and when I create them in C++ with a code like this : //create the collision sphere for the model CollisionSphere = Model::Sphere(); CollisionSphere ->SetPosition(player->GetPosition()); CollisionSphere ->SetMaterial(invisiblityMat); CollisionSphere ->SetCollisionType(Collision::Character); later I add a CollisionHook and some code that will make it follow the player around. As I track the collision of this Sphere nothing happens. I later tried to make a prefab with all the settings and sill the same result. I decided to let the sphere there and see if it collides with the player and it didn't, but if I leave the prefab in the map it would collide with the player. I am a total loss here.
  2. During the summer I got more and more entangled game entity classes in my game project, and I really wish I had read this before I started on my journey. I recently stumbled on this article talking about why OOP is not really good for (larger) games to manage game entities, and that introduced me to a better approach. I have yet to test this out in Leadwerks as I am trying to learn more about this before taking a major overhaul. Anyway I hope this could help other people here that might struggle with this. Link to article: http://www.gamedev.net/page/resources/_/technical/game-programming/understanding-component-entity-systems-r3013
  3. I have been working on a simple laser deflection game that dynamically creates geometry-based beams that automatically calculate deflection, bounce angles, and allow the player to rotate deflectors to guide the beam to the goal. As I familiarize myself with the Leadwerks API, I thought I might share my experiences and code examples here if anyone is interested. Please let me know if this sounds interesting and I will continue.
  4. Hi! I am currently trying to make a laser beam in C++ but so far without success. Sure I could use a 2D-line but that I think is not the best way to do so. Could this made with shaders and if so how?
  5. I'm trying to tap the OpenAL raw audio data to see if it can be processed with an FFT window to build a live stream of the spectrum or amplitude of a playing audio file. This is quite simple in FMOD since it ships with a getSpectrum function. However, we are evaluating the feasibility of bringing our automated lip sync solution, originally built for Unity on top of FMOD, to Leadwerks, and after speaking with Josh, including FMOD as a built in option for Leadwerks users isn't an option at this time. Personally, we would love to see an asset store for Leadwerks as we think Unity has proven it's a good source of income for the host company, encourages developer involvement, and makes it easier for new developers. It is popular enough to convince Unreal Engine to get on board and open their own asset store. Josh informed me that the Bank class pointer references the raw data but I'm struggling to determine if the data in the bank->buf could be processed through an FFT window. Are there any OpenAL pro's here that know if this can be done, and might be will to share some expertise? In case anyone is interested or curious, here are some of our promotional videos for our solution on Unity. Thanks
  6. I get "Lua Error: error loading module 'plugin/libLua-test' from file './plugin/libLua-test.so':|dynamic libraries not enabled; check your Lua installation" When I try to load my own library. This thread http://www.leadwerks.com/werkspace/topic/10566-require/page__hl__require suggests that turning off sandbox will do the trick - I've tried it both in the LE editor and in c++ neither makes any difference. Since he made it work I'm thinking this could be the linux version having different lua permissions? Or is removing the sandbox check mark and doing Interpreter::sandboxmode=false; in App::Start() before loading the map not enough to turn off sandbox?
  7. Is there something like glutReshapeFunc for leadwerks? That is a call back that can be registed to be notified when the user resizes the window.
  8. Disclaimer: It's getting a bit late so maybe I'm missing something obvious I've been trying to figure out the Interpreter class and how to create custom lua functions, and it's going well quite apart from not being able to identify a register function on the interpreter class - so I cheated a bit there. static int addTwo(lua_State *L){ int argc=Interpreter::GetStackSize(); // equiv to lua_gettop(Interpreter::L) ? int i,t; for (i = 1; i <= argc; i++){ t=Interpreter::ToNumber(i); std::cout << "[C++]addTwo(" << t << ")=" << (t+2) << std::endl; Interpreter::PushFloat(t+2); } return i-1; } and in App::Start() lua_register(Interpreter::L,"addTwo",addTwo); In the fps player controller i added this a,b,c=addTwo(1,2,3) System:Print(a) System:Print(B) System:Print(c) to the pickup code rigth after "mass = pickInfo.entity:GetMass()" to make sure I can trigger it when ever I want. Now the strange bit is this works perfectly in Code::blocks - but by when I run it in the LE editor it instantly crashed when I try to pick something up. I've tried toggling sandbox to no avail
  9. Hey, Is there any possibility to check if you are in a shadow? I need this for a stealth like game (like the thief series). And maybe how much of a object is in the shadows? Thanks
  10. I used the GLSL export plugin from Blender in order to use with the game engine as a material, but I can't seem to use it properly. I tried following the information provided by the Leadwerks wiki, but I'm not a programmer, so I don't know how to properly call the .vert and .frag files into Leadwerks. Any indication of what to do would be greatly appreciated! http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Game_Engine/Export_GLSL
  11. Hello, example code to raise this exception: #include "App.h" using namespace Leadwerks; Entity* entity = NULL; void UpdateWorldHook(Leadwerks::Entity* entity); void PostRenderHook(Leadwerks::Entity* entity); void UpdatePhysicsHook(Leadwerks::Entity* entity); void CollisionHook(Leadwerks::Entity* entity0, Leadwerks::Entity* entity1, float* position, float* normal, float speed); App::App() : window(NULL), context(NULL), world(NULL), camera(NULL) { } App::~App() { // Clear any set user data entity->SetUserData(NULL); // Remove hooks entity->RemoveHook(Entity::UpdateWorldHook, &UpdateWorldHook); entity->RemoveHook(Entity::UpdatePhysicsHook, &UpdatePhysicsHook); entity->RemoveHook(Entity::PostRenderHook, &PostRenderHook); entity->RemoveHook(Entity::CollisionHook, &CollisionHook); entity->Release(); entity = NULL; delete world; delete window; } Vec3 camerarotation; #if defined (PLATFORM_WINDOWS) || defined (PLATFORM_MACOS) bool freelookmode=true; #else bool freelookmode=false; #endif bool App::Start() { //Initialize Steamworks (optional) /*if (!Steamworks::Initialize()) { System::Print("Error: Failed to initialize Steam."); return false; }*/ //Create a window window = Leadwerks::Window::Create("tst"); //Create a context context = Context::Create(window); //Create a world world = World::Create(); //Create a camera camera = Camera::Create(); camera->Move(0,2,-5); //Hide the mouse cursor window->HideMouse(); std::string mapname = System::GetProperty("map","Maps/start.map"); Map::Load(mapname); //Move the mouse to the center of the screen window->SetMousePosition(context->GetWidth()/2,context->GetHeight()/2); entity = Pivot::Create(); entity->SetUserData(this); // Register hooks entity->AddHook(Entity::UpdateWorldHook, &UpdateWorldHook); entity->AddHook(Entity::UpdatePhysicsHook, &UpdatePhysicsHook); entity->AddHook(Entity::PostRenderHook, &PostRenderHook); entity->AddHook(Entity::CollisionHook, &CollisionHook); return true; } bool App::Loop() { //Close the window to end the program if (window->Closed()) return false; //Press escape to end freelook mode if (window->KeyHit(Key::Escape)) { if (!freelookmode) return false; freelookmode=false; window->ShowMouse(); } if (freelookmode) { //Keyboard movement float strafe = (window->KeyDown(Key:) - window->KeyDown(Key::A))*Leadwerks::Time::GetSpeed() * 0.05; float move = (window->KeyDown(Key::W) - window->KeyDown(Key::S))*Leadwerks::Time::GetSpeed() * 0.05; camera->Move(strafe,0,move); //Get the mouse movement float sx = context->GetWidth()/2; float sy = context->GetHeight()/2; Vec3 mouseposition = window->GetMousePosition(); float dx = mouseposition.x - sx; float dy = mouseposition.y - sy; //Adjust and set the camera rotation camerarotation.x += dy / 10.0; camerarotation.y += dx / 10.0; camera->SetRotation(camerarotation); //Move the mouse to the center of the screen window->SetMousePosition(sx,sy); } Leadwerks::Time::Update(); world->Update(); world->Render(); context->Sync(false); return true; } void UpdateWorldHook(Leadwerks::Entity* entity) { } void PostRenderHook(Leadwerks::Entity* entity) { } void UpdatePhysicsHook(Leadwerks::Entity* entity) { } void CollisionHook(Leadwerks::Entity* entity0, Leadwerks::Entity* entity1, float* position, float* normal, float speed) { } Comment out the Object::RemoveHook calls to prevent this from happening.
  12. Hello, the active context is not resizing correctly when changing the window layout without rendering a world. Resizing while rendering a world: Resizing without rendering a world: Example code: bool App::Loop() { //Close the window to end the program if (window->Closed()) return false; if (window->KeyHit(Key::J)) { window->SetLayout(window->GetX(), window->GetY(), 1920, 1080); } if (window->KeyHit(Key::K)) { window->SetLayout(window->GetX(), window->GetY(), 1024, 800); } //Press escape to end freelook mode if (window->KeyHit(Key::Escape)) { if (!freelookmode) return false; freelookmode=false; window->ShowMouse(); } //if (freelookmode) //{ // //Keyboard movement // float strafe = (window->KeyDown(Key:) - window->KeyDown(Key::A))*Leadwerks::Time::GetSpeed() * 0.05; // float move = (window->KeyDown(Key::W) - window->KeyDown(Key::S))*Leadwerks::Time::GetSpeed() * 0.05; // camera->Move(strafe,0,move); // //Get the mouse movement // float sx = context->GetWidth()/2; // float sy = context->GetHeight()/2; // Vec3 mouseposition = window->GetMousePosition(); // float dx = mouseposition.x - sx; // float dy = mouseposition.y - sy; // //Adjust and set the camera rotation // camerarotation.x += dy / 10.0; // camerarotation.y += dx / 10.0; // camera->SetRotation(camerarotation); // //Move the mouse to the center of the screen // window->SetMousePosition(sx,sy); //} Leadwerks::Time::Update(); //world->Update(); //world->Render(); context->SetColor(0, 0, 0, 1); context->Clear(); context->SetColor(1, 1, 1, 1); context->SetBlendMode(Blend::Alpha); context->DrawText("10x10", 10, 10); context->DrawText("100x100", 100, 100); context->SetBlendMode(Blend::Solid); context->Sync(false); return true; } Comment / Uncomment the world update and rendering and press J and K a few times to resize.
  13. Hello everyone, I am experiencing some issues with the Window::Show/HideMouse methods. When calling both of them multiple times they basically stop working. For example: bool App::Start() { //Initialize Steamworks (optional) /*if (!Steamworks::Initialize()) { System::Print("Error: Failed to initialize Steam."); return false; }*/ //Create a window window = Leadwerks::Window::Create("cc"); window->ShowMouse(); //Create a context context = Context::Create(window); //Create a world world = World::Create(); //Create a camera camera = Camera::Create(); camera->Move(0,2,-5); //Hide the mouse cursor window->HideMouse(); std::string mapname = System::GetProperty("map","Maps/start.map"); Map::Load(mapname); //Move the mouse to the center of the screen window->SetMousePosition(context->GetWidth()/2,context->GetHeight()/2); window->ShowMouse(); window->HideMouse(); return true; } In the above example the mouse pointer will be visible, but it should be hidden.
  14. Vulcan

    VideoPlayer

    I want to share with the community a video player that I have been tinkering with lately. Hopefully this will be useful for someone. I wish I could have got the audio streaming to work because the ogg-file has both video and audio data. But instead I made it load a wav-file. Issues I know about: Memory leak (please help with this issue) No sound streaming (must have separate wav-file) Not yet tested if transparency works Note: Click on the upper-middle button to download zip-file. https://drive.google.com/file/d/0B1zs1aY8SN3nSm9ObjFaSmtCX28/edit?usp=sharing Does anyone know if this could use lua bindings to make it work with lua too?
  15. How do I stop the sound? I can not find any Stop(). Sound* sound; sound = Sound::Load(wav_file); sound->Play();
  16. Hi, I'm doing a planet generator for my game. But I've some problems with the c++ libnoise. I successfully generated a quadtree (maybe with a bad algo... ^^') and successfully transformed it into a sphere according to this great blog. But now, I want to apply a perlin noise using the c++ libnoise library. But the render is not really good... But I think I'm in the right way. My problem is about the noise coherence between each faces of my cube. The faces are not joined. Here is a screenshot. I do this following code to generate one face of my cube : //generating the front face... Surface* frontFace = model->AddSurface(); for(int i = 0 ; i<numSquare ; i++) { for(int j = 0 ; j<numSquare ; j++) { float x = -1+i*segment; float y = -1+j*segment; float z = -1; float dx = (x * sqrtf(1.0 - (y*y/2.0) - (z*z/2.0) + (y*y*z*z/3.0))) * Radius; //transform into sphere float dy = (y * sqrtf(1.0 - (z*z/2.0) - (x*x/2.0) + (z*z*x*x/3.0))) * Radius; float dz = (z * sqrtf(1.0 - (x*x/2.0) - (y*y/2.0) + (x*x*y*y/3.0))) * Radius; float ndz = dz + perlinModule.GetValue(dx,dy,dz);//generate noise int v0 = frontFace->AddVertex(dx,dy,ndz); x = -1+(i*segment)+segment; y = -1+j*segment; z = -1; dx = (x * sqrtf(1.0 - (y*y/2.0) - (z*z/2.0) + (y*y*z*z/3.0))) * Radius; dy = (y * sqrtf(1.0 - (z*z/2.0) - (x*x/2.0) + (z*z*x*x/3.0))) * Radius; dz = (z * sqrtf(1.0 - (x*x/2.0) - (y*y/2.0) + (x*x*y*y/3.0))) * Radius; ndz = dz + perlinModule.GetValue(dx,dy,dz); int v1 = frontFace->AddVertex(dx,dy,ndz); x = -1+(i*segment)+segment; y = -1+(j*segment)+segment; z = -1; dx = (x * sqrtf(1.0 - (y*y/2.0) - (z*z/2.0) + (y*y*z*z/3.0))) * Radius; dy = (y * sqrtf(1.0 - (z*z/2.0) - (x*x/2.0) + (z*z*x*x/3.0))) * Radius; dz = (z * sqrtf(1.0 - (x*x/2.0) - (y*y/2.0) + (x*x*y*y/3.0))) * Radius; ndz = dz + perlinModule.GetValue(dx,dy,dz); int v2 = frontFace->AddVertex(dx,dy,ndz); x = -1+i*segment; y = -1+(j*segment)+segment; z = -1; dx = (x * sqrtf(1.0 - (y*y/2.0) - (z*z/2.0) + (y*y*z*z/3.0))) * Radius; dy = (y * sqrtf(1.0 - (z*z/2.0) - (x*x/2.0) + (z*z*x*x/3.0))) * Radius; dz = (z * sqrtf(1.0 - (x*x/2.0) - (y*y/2.0) + (x*x*y*y/3.0))) * Radius; ndz = dz + perlinModule.GetValue(dx,dy,dz); int v3 = frontFace->AddVertex(dx,dy,ndz); frontFace->AddTriangle(v2,v1,v0); frontFace->AddTriangle(v0,v3,v2); } } I don't know how to solve this. I didn't find good explanations on the web. I'm not really good in maths but I've some logic ideas (I think ...), it's a miracle if this code works xD. Maybe it's my cube generation algorythm which is bad... I understood that some others use a lerp function to join "smoothly" each faces, but I don't know how I can apply this to my code. ^^' If someone can help it would be great. Thx ! PS: I'm french so really sorry for my english
  17. I am looking for detailed information on Leadwerks::Sound. There are a couple of variables I am not sure about. float length; Is length in seconds (ie: 1.0f = 1 sec) or is it number of samples? Also I wonder about format. int format; Is one of those "static const int" below? Lastly I would like to know if I could/should use BankStream to update Bank* data if I get audio stream from a video decoder?
  18. I ran into a problem with loading map as I use a state machine to switch in and out between main menu and game level. First I didn't notice that the map wasn't unloaded as I thought it was unloaded when that state exited. But when I try to go back second time from menu it crashes and debugger points at Map::Load(..). But how do I unload the map (when unloading state) so it could load another map later? I have tryied with world->Clear() and world->Release() but without luck. How can I overcome this problem?
  19. With Lua I could use Script:Collision( entity, position, normal, speed) and place out a box-trigger. Found a video illustrating this in Lua: But how could I do that in C++? I have looked in Entity.h for clues and I suspect it might be OnCollision(...) but not sure howto. Maybe this should be mentioned in the documentation with an example.
  20. Is the TVehicle class implemented in Leadwerks 3? If the answer is yes, Are there any samples for scripting or C++ version out there? Thanks!
  21. Hi! I recently encountered a problem when I tryied to get an entity based on its name. First I made a box in LE as "Box 1" in the scene list/graph. And I was trying to find the entity "Box 1" in C++ but for some reason it does not show up. I am not sure how to interact with this box otherwise. list<Entity*>::iterator iter; for (iter = world->entities.begin(); iter != world->entities.end();++iter) { fileLogger.Log("Entity: " + (*iter)->GetKeyValue("name")); } When looking through the log I don't find "Box 1" anywhere. ... [21:13:39] Entity: [21:13:39] Entity: [21:13:39] Entity: [21:13:39] Entity: cardboardbox [21:13:39] Entity: cardboardbox [21:13:39] Entity: cardboardbox [21:13:39] Entity: cardboardbox [21:13:39] Entity: cardboardbox [21:13:39] Entity: cardboardbox [21:13:39] Entity: cardboardbox [21:13:39] Entity: cardboardbox [21:13:39] Entity: cardboardbox [21:13:39] Entity: Directional Light 2 [21:13:40] Entity: [21:13:40] Entity: BarbarianLDigit110 [21:13:40] Entity: BarbarianLFoot [21:13:40] Entity: barbarian_knee_pad_L [21:13:40] Entity: BarbarianLCalf ... In LE scene graph there is "Directional Light 2", several "cardboardbox" and last "Box 1". Rest is loaded from C++. I don't know what to do, please help!
  22. Hi guys, without a steam_appid.txt my application runs slower than with, especially map loading. I am curious, is anyone experiencing the same? Cheers, Bryan
  23. Hey, Is it possible to export to Linux from Windows? I know that Mac OSX isn't even supported yet. And I think we would need to use something like MinGW right? I think the msvc compiler is only able to compile for Windows. And if we can't compile from Windows for Linux, is it possible to compile for Windows and Linux on Linux?
  24. What exactly is Time::GetSpeed() returning? In the reference I find this: Is it seconds, ticks or what?
  25. What I am trying to work is out code that allows the player to use objects, in this case by pressing the E key when their mouse is over a usable object. Now this is done, the problem is the range. Using a pick, the camera will pick something regardless of its range to the player. So even if the button I use is fifteen miles away, it'll still activate it as long as the mouse is technically over it. My question is, Leadwerks 2.5 allowed us to give the pick a distance (anything past that distance was ignored basically), how do I do this in 3.2? tp_toPick.distance doesn't work. It always returns -1 regardless of distance. Basic code is here, with the action code cut out. if (window->KeyHit(Key::E)) { if (camera->Pick(centerMouse.x, centerMouse.y, tp_toPick, 0, true) == 1) { //If things are a certain distance, perform the relevant action on the pick. } }
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