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Found 9 results

  1. Actually it is very simple. As usual, we need to export the functions we are interested in to the Dynamic Library (DLL), and then import them into our C# program. Let's start. C++ DLL The first thing we need is to create a project in C++ for our future DLL, and of course configure it for the Leadwerks engine Configuration for Release Right-click on the project and select Property. In the window that appears, go to the tab "С/C++" / "General". Copy and Paste to a "Additional Include Directories" this: $(LeadwerksHeaderPath)\Libraries\NewtonDynamics\sdk\dgCore;$(LeadwerksH
  2. Hello Everyone, My current employer (Grover Gaming) is actively hiring programmers. We are looking for both game developers who are familiar with Unity and have a understanding of C#. Not only are we looking for game developers, we are also hiring .net developers. We use the .net framework with the C# development language and WPF to create our user interfaces. Let me know if you or anyone you know may be interested. Sincerely, ~Xtreampb~
  3. I have had the most difficulty creating transparency that doesn't cause a graphical glitch like the image below. Browsing through the tutorials, it seems that none of them reference using the FramewOrk methods. Do they automatically set the clearmode appropriately? Neither smoke (alpha) or fire (light) MAT settings work to fix this issue. I've also tried creating my own textures to replace the defaults, and have had no luck. Either way, this is my basic emitter setup in C#. //transparency refers to foreground World.Current = Framework.Layers.Transparency.World; Framework.Layers.
  4. Hi, How to replace the standard window, on to any other window or object ?. For rendering engine.
  5. Tower defense games are my favorite casual games. The last few weeks I have been spending some free time on playing several of them. Steam had a lot of sales recently which gave me no choice but to buy them. Here are a few: Defense Grid: The awakening Orcs must die iBomber: Pacific They are quite addictive and found myself buying a lot of available DLC´s. Mutant Madness I want to build a simple tower defense game. That means: Build a tower on flat ground Tower shoots on enemy Enemy dies: you get money for a new tower If the enemy reaches your base, you base will get partially
  6. I am working on a simple Tower defense tech demo and I have a little problem. I want to address a roadnode in the editor via C#. After that, I want to make a simple loop that goes though the nodes with GetEntityTarget. At the moment I search for the first road node in a level. Then I loop through the roadnodes to get a list that represents the path. The problem is, that it can not find a target in the scene, while the road nodes are deffinitly connected in the editor. //Load the first level TEntity level1 = LE.LoadScene("abstract::level1.sbx"); //Get the path
  7. Allways wondered how to create pathfinding for your game? Check out this in depth tutorial about the A* pathfinding in Leadwerks using LE.NET. This tutorial covers all points of setting up a basic program using the A* algorithm. The tutorial uses LE.NET and Visual Studio 2010. This tutorial covers: Pathfinding in general Dijkstra algorithm Setting up a grid with tiles A* algorithm Getting the path How to improve Download Available! Start project Finished project Powerpoint used in the video http://www.leadwerks.com/werkspace/files/file/321-a-star-a-pathfinding/
  8. Hi guys, finally I have some more freetime back and have restarted developing with Leadwerks more intensively in C#. Currently I'm working on multiple extensions for the .NET Wrapper of Leadwerks and I'm also finishing / continuing developing my tools. Later I hope this will all fit in one easy to use framework. First here is a screen of new nightsky texture used in my lua daynight script (not completely correct scaled) : the texture was made by taking screenshots from the stellarium software ( http://www.stellarium.org ) and building a cubemap out of them. Also I have st
  9. Lazlo just released his managed C# Library for use with Leadwerks! C# Headers The Object-Oriented layout of this library is wonderfully organized, just like a game engine library should be! With this code the objects aren't stored as pointers, but classes. All of the same features are structured, and each object has related functions to the types of entities per Namespace. Every .Net Leadwerks developer should download this library.
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