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Found 15 results

  1. Just wondering since i bought the standed edition of leadwerks am i able to publish games to IOS with lua coding?
  2. I was going through the tutorials and i ran into a problem very early. When I create a new project it doesn't give me the option to make my game for any other platforms. According to the user guide I should have an option to make the game for android, IOS, macOS and windows. Please help/explain! thanks
  3. Hello! I think that you should add another thread specifically for tutorials. We can see that the community is growing in numbers daily, and we could use something like this. I feel like it would keep the General Discussion thread neater, and would make it easier for someone new to locate help (besides the default text documentation).
  4. Hey, i had a question regarding the android and ios game development. Are the versions displayed on the feature page the only one supported or does it also support the following versions?
  5. Can i make IOS Games with Leadwerks Engine? Also can i make TPS Games?
  6. I'm struggling even with a buddy already, on learning LUA. He's busy I dont like bothering him, so the next best thing would be to learn with some one strictly on learning coding or to be taught. Any body up for the task or want to learn together?
  7. hi guys me and my buddy are working on a game which will be a survival horror and we have been trying to figure out how to attach a model of a flashlight to our fps controller so the arms/hands and flashlight are always shown and follow the camera
  8. To buy or not to buy? I want to be able to create absolutely STUNNING landscapes, and be able to explore it in my project. The in game editor aint bad but, have you seen W.M? Is it worth it? Is it possible to export EVERYTHING youve created in W.M and then import it into Leadwerks? Trees, water and everything orrr, what? Before I purchase it I want to make a good decision. lol I dont want to spill the idea of my project but I will say this, its obviously going to be a huge open world. Hopefully the size of Chernarus in DayZ.
  9. My buddy who I am working with is making models via cinema, and he bakes the texture and all that but when we import the model its completely white and untextured and just BASIC! How do we get textures to ....export and everyithg with the texture applied to it? Any help would GREATLY be appreciated.
  10. How is everybody? Any body have a project they want to share?
  11. Hello guys! My friend and I just bought Leadwerks. I decided to stream so that you can learn with me / give me tips. And that way the staff on here can see how a total newbie to the engine feels. I hope you enjoy! Link: www.twitch.tv/papa_beans Update:: Lots of learning happening, thank you pillar!!! 10 Hours into the stream!
  12. If I buy the pre-order for 3.1 then will I get the latest version right now? There is nothing else in the store. (no other versions)
  13. Is it possible in Leadwerks to create a complete 3d world, what i mean it`s not a flat world with trees and hills but for example 3d space game with asteroids?
  14. When creating a new project i attempt to build the iOS version of the Darkness awakes in the xcode project. I'm using xCode version 4.6.1. The error i'm getting is this: error: /Applications/Leadwerks/Projects/DarknessAwaits/Projects/iOS/data.zip: No such file or directory the information associated with the error is: CpResource data.zip /Users/xtreampb/Library/Developer/Xcode/DerivedData/DarknessAwaits-bkjudgfjrtsrnwhhyzewwncqlxaq/Build/Products/Debug-iphonesimulator/DarknessAwaits.app/data.zip cd /Applications/Leadwerks/Projects/DarknessAwaits/Projects/iOS setenv PATH "/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin:/Applications/Xcode.app/Contents/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin" builtin-copy -exclude .DS_Store -exclude CVS -exclude .svn -exclude .git -exclude .hg -resolve-src-symlinks /Applications/Leadwerks/Projects/DarknessAwaits/Projects/iOS/data.zip /Users/xtreampb/Library/Developer/Xcode/DerivedData/DarknessAwaits-bkjudgfjrtsrnwhhyzewwncqlxaq/Build/Products/Debug-iphonesimulator/DarknessAwaits.app I have followed the path and there is no data.zip. there is a data folder but no zip folder. also i don't know if this is related but i also get this warning: directory not found for option '-L/Applications/Leadwerks/Engine/Library/iOS i fallowed that path and in the Library folder it has iphoneos, iphonesimulator, MacOS, Windows, and Android.
  15. I apologize preemptively for the title. So I picked up a Samsung Galaxy Tab today, for testing...yeah, that's it, "testing"... I installed the USB driver for Windows, restarted my computer, and was able to start debugging Leadwerks3D on it with no trouble at all. However, the rendering showed black objects that ought not be black. At this point in the game, having such a basic issue is very scary to me. I tracked the problem down to the lighting uniforms being passed to the shader, but something didn't make sense. In GL Shading Languages (GLSL), you can have arrays of uniforms, like this: vec3 mediump lightdirection[4]; A uniform array like this should be accessible from the main program by setting individual elements in the array, or by setting the entire array at once with a pointer to eight floats. See for yourself: http://www.khronos.o...spec_2.0.25.pdf Page 35: It did not appear that the light color and direction was being sent correctly, and more detailed debugging confirmed this. After a few hours of testing, I finally determined that uniform array names on iOS have end with '[0]' (I didn't test any other element indexes, at least on the iOS simulator. My provisioning profile just expired, and that's a whole other story...), and just setting the uniform array at once with the name will not work. On the Samsung Galaxy Tab, the situation is reversed. My HTC Evo is the only device that follows the OpenGLES specification and allows either. Samsung Galaxy Tab: "lightdirection" iOS: "lightdirection[0]" Evo: "lightdirection" or "lightdirection[0]" (as it should) The solution? I'll just avoid using uniform arrays on any mobile devices. It's not hard to avoid now that I know what to look for, but it's hell figuring out which parts of the GL spec the driver authors ignored. Fortunately, you don't have to worry about any of that, so you can just make your games and be happy.
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