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Found 5 results

  1. I am trying to create a platformer game where you can run, jump and shoot projectiles (lemons like in megaman). I am using 3-D models restricted to a 2-D plane. I already have my character running and jumping, however I am having a very difficult time trying to get shooting. I am not sure how to start. Should I have the chatterer controller script generate the projectiles? Can I make a global trigger that follows the character and emit the bullets? I am not sure where/how to generate the projectiles and where/how to do collision detection. can I have it shot a .pfb that I have made, or will it have to be a basic shape, or sprite? Thanks!
  2. I dont have and huge amounths of LUA scripting knowlege, but i understand the basics, i read all the LUA tutorials on the leadworks site. What im trying to do is create a single base room where the player starts, there is one exit, and after that exit using prefabs to randomly generate the rest of the map. Is this possible? Ive read forums on it(on this website, couldnt find one that helped, at the end of this post ill link some of the forums i read, i read all the ocmments as well), i just cant seem to figure it out and its killing me, ive been working on it for 16 hours straight. So if anyone is willing to help me out i would appreciate it. I dont even know how to start other than making prefabs with clear entrances and exits. a:http://www.leadwerks.com/werkspace/blog/52/entry-882-lets-make-a-game-procedual-content-creation-part-01/ b:http://www.leadwerks.com/werkspace/topic/12430-procedural-generation/ c:http://www.leadwerks.com/werkspace/topic/12063-procedural-generated-levels-using-prefabs/ d:http://www.leadwerks.com/werkspace/topic/8168-procedural-generation-possible/
  3. Good evening all, i have a question. How is a simple way to use procedural generation to create Voxels that are encompassed by an smooth iso surface. That i generate those in a kind of "blocky" form and just readjust the shape to be smooth. Maybe with ussage of the marching cubes algorithm. But if the User manipulates it it has to recalculate the shape again to keep the smotthness even with the adding or substraction of some voxels. Maybe the "Terrain" asset may be usefull for this ? I dont have much experience in Leadwerks and just started using it. Before it i used Unity a lot. Is something like this even possible in Leadwerks ? Would be great if you could help me out. Best Regards HAL
  4. http://www.phoronix.com/scan.php?page=news_item&px=MTc0MjA Aparently the next generation of OpenGL is going to be announced next month and It is going to be low level like mantle and DX12. What are your thoughts and wishes for the next gen of OpenGL?
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