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  1. What i need to setup qraphics to model like in editor? Open GL support all af this, but i don't know how turn on this methods
  2. Is it possible to check if the window is focused or not eg tabbed out? Some googling indicated in leadwerks 2 AppSuspended() was used however i cant seem to find a leadwerks 3 versions. Im basically trying to stop moving the mouse when the window isnt active
  3. Have anyone code exapmles with buffers using? In wiki it is VERY old
  4. Hi. How to check collision whith trigger and other objects and return this objects adress? In C++
  5. There is a way to get the texture of the buffer, without a strong drawdown FPS? Simple code of Monitor: function Script:Start() --Material self.material = Material:Load("Materials/Monitor/monitor.mat") self.entity:SetMaterial(self.material) --Buffer self.buffer = Buffer:Create(App.window:GetWidth(),App.window:GetHeight(),1,0); self.buffer:SetColorTexture(Texture:Create(App.context:GetWidth(),App.context:GetHeight())) self.buffer:Disable(); end function Script:UpdateWorld() self.buffer:Clear() self.buffer:Enable() self.entity:Hide() --self.camera:Show() App.world:Render() --self.camera:Hide() self.buffer:Disable() self.material:SetTexture(self.buffer:GetColorTexture(),0) Context:SetCurrent(App.context) self.entity:Show() end One monitor, point light and room 4x4 As a result, the FPS - 5 If two monitor FPS - 10 etc Implementation in irrlicht engine: ITexture* RTTTex = driver->createRenderTargetTexture(dimension2d<s32>(512,512)); Result over 75 fps (For me) Demo, Source code and shaders: irrlicht.zip
  6. TonyF

    C++ Lagging

    Hi, I have started a c++ project and am using the zombie DLC as an initial placeholder. I have noticed that i can load in a maximum of about 5 zombie models (no animations or scripts running) and then the framerate goes down for every additional zombie i add to a max of 10. If i put the default prefab zombie into the map then i can put 10 in without lag. I have tried both debug and release modes. Oddly when i add in extra models and my framerate goes down so does my GPU usage which i have no idea why (Goes from 10% to more or less nothing / CPU sits on about 12%). I do suppress GL_Invalid_Operation as that prevents debug mode in both lua only and C++ debug modes. Any ideas why i am getting such poor performance? I have also tried publishing the game and running it on a separate computer and the performance was identical. The other PC was NVIDIA and this one is AMD.
  7. So, i want create models in real time via set vertices of this model, but model class have not similar functions
  8. So, i wanna project image that "see" camera at other place. How i can do that? I think, it have function simple fo this goal
  9. to go into but more explanation of what question I am asking is, why does &World::Clear; work instead of World::Clear; Intelleasense said to put a & in front but why does it not work without a & symbol?
  10. Please add in the next update - opportunity to get a type from the file material. I think it will be very comfortable and functional. You can make a return type int... int Material::GetType(); //Returns the type of material "Metal, Concrete, Wood, Water, Flesh, Grass etc.." Example of use: --FPSPlayer Footsteps Get type function Script:Collision(entity,position,normal,speed) if speed>20 then self:Hurt(100) end if entity:GetMaterial():GetType() ~! nil then if entity:GetMaterial():GetType() == Material:Type:Concrete then self.sound.footsteps.type = 1 end if entity:GetMaterial():GetType() == Material:Type:Metal then self.sound.footsteps.type = 2 end --etc end end Useful for the sound of footsteps, traces of bullets, particles etc.
  11. Error tends to occur when loading "terraintool.shader." Specs are as follow: AMD FX-8350 XFX R9 280x 8gb of Kingston HyperX @ 1600Mhz (And that's all that's important.) This error started happening when I bought my 280x. The engine ran fine on my 660 ti. My friend with a 280x also has this exact same error. Any ideas? Am I simply missing an install, or need a re-install due to a GPU change?
  12. I can't compile any project in C++ due to a log with a bunch of errors, all related to Steam. Full log: This is a recent bug because some time ago I could compile without seeing any of this errors.
  13. xtreampb

    GUI

    Hey everyone i'm planning on starting to develop my GUI for my game and I'm not sure where to start. Does anyone have any advice or can point me in the proper direction?
  14. While trying to getting a camera present in a Map from the C++ side, I found there is 2 cameras (according to world->cameras.size(). What is the second camera ? How leadweaks choose the camera to render the scene ?
  15. So after a day of having the Indie version I took the plunge and took the cash from my rent money and upgraded to the standard edition (via steam).. so I opened the App.cpp in V studio compiled it and opened the LeadWerks editor to throw a floor and some walls down.. I noticed I had to save the map as start.map manually and when I tried to run the project I get a failed to launch error the .exe file. The only way I can run the file is through the debug command in the Leadwerks editor program and none of my changes can be seen. When I use the debug command in the LeadWerks editor I get this warning Lua sandboxing disabled. I was hoping that I could drag and drop assets on to the map with the leadwerks editor and then do what ever coding i need to in lua and C++ like I have seen stated around here somewhere. At the moment the only way I can see that I can put assets on a map is to hard code them in C++ myself... I only upgraded because I thought that I would be able to drag drop assets and to code the stuff I want to in C++ etc etc.. Is this an error or is C++ for hard coding only?
  16. Hi, I should have an error in my lua script but, because my C++ application crash right after launching it, I can't see any error. The console log also disappear. The crash is produced by the Map::load() function. Is there any solution to make the content on the log windows appear in Visual Studio Express?
  17. When creating a brand new c++ project in the project manager and then opening the solution and hitting debug that the debugging session ends almost straight away. Tracing the console and debugging the (Default) application i can see that i fail on the second call to "world->Render();" The console reports GL_INVALID_OPERATION Note that no changes have been made to the default startup project. I am using visual studio 2013 Professional
  18. Hello! How to started with Visual Express 2010 and Leadwerks 3.3? Received more than 950+ errors.
  19. Hello everyone, I am creating a game where the player has to use physics to navigate the level, such as stacking objects to create stairs to get to a point, etc. In said game, the player can accidently drop objects off the level or get them destroyed by other forces. I would like to implement a feature where the player can hit a key and the level and all scripts, lighting, etc. is reloaded. This code must be in C++. How can I do this? Please help. Thanks.
  20. I have placed the FPS Player prefab in my scene but when I run the game I'm in freelook mode. How do I fix this?
  21. Is there any official way to find an entity in a loaded map using C++.
  22. Intro This is a hard post for me to make, I really dislike releasing code that isn't done and polished ( as people will inevitable judge your ability by the code ) on the other hand I've had to realize that if I do not then this will be another entry on my dead project pile - and I do believe that the community could benefit from it.. once it's in a more presentable shape at any rate. For some time now I've been working on porting myGUI to Leadwerks, or well honestly "working" is a bit of a misnomer as according to my version software I've not done anything use full for 5 weeks As somebody ( i forget who ) once said; The hardest part of a any project is finishing it. And that's very much the issue here, I've done all the challenging/fun bits and now there is "just" the finishing it left, so what needs to be done? Current state of the UI The C++ binding is 90% there ​RTT is missing, but should be trivial resource paths from files specified in XML files works but needs more thought (current implementation is guessing where the files are) comments may in places be in Danish (woops) Input handling uses standard leadwerks key inputs, which is less that satisfactory leak detection, it's been a few years since I've last used c++ ( or any unmanaged language ) so I'm quite paranoid about leaks [*]Lua binding lacks real world test to see what is needed [*]Automatic event binding is not yet supporting all widget types ( bascially just a whole lot of typing ) [*]Text labels seems to bleed through overlapping windows ( apparently because your supposed to have them on different layers and the demo does not do this - myGUI is still new to me as well ) [*]Switching between mouse look and cursor mode needs to be standardized ( currently relying on a modified fpsplayer ) [*]Linux only everything *should* work cross-platform but I do not currently have a OpenGL 4 windows machine ( my old media center is a fusion e450 which should in theory be OpenGL 4 compatible - so I may install windows on that at some point ) if anyone want's to try it out on windows I can guide them through the cmake settings required. Why My GUI? The default skin looks nice It's still maintained It has an agreeable license The developers have made a host of tools to actually work with the gui - you can find pre-compiled binaries for windows here ( works well with wine, or you can compile them on linux ) ​Skin creation tool Layout tool Font map tool ( but you can also use true type font's directly ) Widget creation tool etc [*]It's well documented http://mygui.info/docs/index.html [*] What's required in order to participate? At least Leadwerks license and a willingness to contribute, beyond that experience with any of the following is a nice bonus C++ Mercurial Lua valgrind "distributed" collaboration bitbucket Goal The ultimate goal is to provide a royalty free, free to use UI library to any and all Leadwerks users Licensing and commercial use myGUI is licensed under MIT http://mygui.info/#ui-tabs-15 but some of the companion libs have additional licenses, none of which preclude commercial/closed source use. A attribution template that can be copy/pasted into your games 'credit' section is planned. How can I participate? Assuming that I at this point sold you on the idea, shoot me a pm or reply here introducing your self and I'll add you to the bitbucket repository and help you get it working on your machine. (I've no idea how to make a publicly readonly repo there, and I'd rather not enable everybody writing to it all willy nilly) Keep in mind that as a working family father I've only about 2-6 hours / week of 'me' time so there may be some lag in replies but I'll try to be as quick about it as possible
  23. I think Leadwerks should have a video player for the purpose to show intro video and game scenes. Yesterday I did make short intro video (6 sec, compressed AVI, ~2 MB) in Blender that was good but did not have an easy way to play this intro when game start. I suggest having a Cinema class that play a video in window/fullscreen with Play/Stop. Cinema* intro = new Cinema("Video/intro.avi"); if(intro->isLoaded()) intro->Play(); intro->Unload(); delete intro; As a temporary solution I made a cinema class and all works pretty well, except for that it takes about ~500 MB. And it uses *.tex files as each frame (0001.tex -> 0099.tex in my case). Cinema.txt
  24. So I reinstalled ubuntu to get rid of the Steam client, but now I'm getting an error when trying to compile the default C++ project. The log: I don't remember the Steam client was one of the system requirements, but could be wrong.
  25. Hi, When a source has finished playing it gets released every frame. This is a problem, if you want to find out, if it has finished playing, as you can't keep the source (even if you add n AddRefs() for the source, the source will be gone n frames after it finished playing). You can see this by adding a global static variable: [App.h add as class-member] static Source* src; [App.cpp] Source* App::src; [App.cpp: App::Start()] Sound* s = Sound::Load("Sound\\Footsteps\\jump.wav"); Entity* e = world->entities.front(); e->EmitSound(s); src = SoundDriver::GetCurrent()->sources.front(); src->AddRef(); src->AddRef(); src->AddRef(); src->AddRef(); [App.cpp: App::Loop()] printf("Time: %f, Refs: %i\n", src->GetTime(), src->GetRefCount()); Will lead to the following output: (...) Time: 0.074989, Refs: 5 (...) Time: 0.000000, Refs: 5 Time: 0.000000, Refs: 4 Time: 0.000000, Refs: 3 Time: 0.000000, Refs: 2 Time: 0.000000, Refs: 1 And an access violation after that, when accessing the GetTime()-method of the source. The expected behaviour would be, that the RefCount is decreased only once, so if I added Refs before, I have to release it myself. I even tried, setting "src->autorelease = false" but that didn't change anything.
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