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Aaron Symons

Getting up to Speed with Leadwerks 3

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Hello all!

 

I'm a first-time user and was wondering, and hoping, if anyone could suggest how I could get up to speed with Leadwerks 3, considering most of the tutorials I've seen and read concern LE2 (the API has changed quite a bit since then, of course). The main things I wish to learn at the moment are how to properly implement post-processing effects, like: bloom, 'god rays', DoF, fog, etc, as well as collision detection and water. I'm also having some difficulties enabling dynamic shadows (this could be due to using the trial version - I don't know what the limitations are for the trial). I'm aware that LE3 is still under some development at the moment, so this could be another factor hindering progression.

 

I'm using C++ to program with. I've tried downloading some games created with Lua and translating some of the scripts into C++, but, of course, it's easier said than done when you're using a new software and API. At the moment, I'd feel more comfortable continuing to use C++, but if enough of you suggest I use Lua, and with good reason, I'll definitely consider doing so!

 

I’d love to get my prototype game finished before my 30-day trial is over and see what I can achieve with Leadwerks, but I’m still stuck on some of the basics and have 12 days left of the trial period! I didn’t want to start posting help questions in the forum, as I understand newbies can be a pain in the backside at times, but desperate times call for desperate measures!

 

Any help, suggestions and tips will be greatly appreciated!

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Hello and welcome,

 

even though i am no expert myself the biggest point is the friendly community here.

 

i didn't even knew that the trial supports developing in C++ :)

 

 

Of course you can develop everything in C++. But i have found that using Lua for single enemies, doors, elevators etc. are really helpful. Some special main code for your game can still be done in C++.

 

For collisions in C++ this Tutorial from Josh shows how simple and easy it is:

http://www.leadwerks.com/werkspace/page/tutorials/_/class-hooks-r38

 

I don't know where you look but most tutorials and examples here are for Leadwerks 3.

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Hello

 

I recently started to learn Leadwerks. This looks like a good intro to post processing in Leadwerks:

http://www.leadwerks.com/files/Tutorials/CPP/Post-Processing_Effects.pdf

 

On the tutorial side I have found Aggror (Jorn theunissens) tutorials on YouTube very useful (a gold star to that young lad) :

https://www.youtube.com/user/Aggror89

 

The only tutorial I am missing from Aggror is how to make goof 2D UI stuff like HUDs and widgets in C++ and Lua. =)

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It's best to hold off on the post-processing effects until 3.1. Depending on how much time I have, it may just be a simple visual dialog in the editor.

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Thanks for the advice guys!

For collisions in C++ this Tutorial from Josh shows how simple and easy it is:

http://www.leadwerks.com/werkspace/page/tutorials/_/class-hooks-r38

I started following the Class Hooks tutorial, but the GetUserData(), SetUserData() and entity->Release() aren’t recognized as members of the Entity class. So, I’m guessing this has been changed. Either that or I’m being silly and missing something.

I recently started to learn Leadwerks. This looks like a good intro to post processing in Leadwerks:

http://www.leadwerks.com/files/Tutorials/CPP/Post-Processing_Effects.pdf

 

On the tutorial side I have found Aggror (Jorn theunissens) tutorials on YouTube very useful (a gold star to that young lad) :

https://www.youtube.com/user/Aggror89

I’ve looked through that post-processing PDF before. I’m not sure how to translate that into Leadwerks 3. Plus, Josh just advised holding off on post-processing until 3.1, which is a shame because I really want to get stuck in with all that.

I’ve already started following Jorn’s YouTube channel. I’m glad I found him because his videos have helped me quite a lot.

It's best to hold off on the post-processing effects until 3.1. Depending on how much time I have, it may just be a simple visual dialog in the editor.

 

Is there a road map available to look at? Saves me asking when certain things will be implemented. wink.png Also, are there feature limitations with the trial version? I know it’s limited to five minutes of game-play, but I noticed there’s no option for dynamic shadows in the Cast Shadows drop-down list in the editor.

Thanks again guys! smile.png

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Postprocessing was working unofficially pre june 30 update, but it wasn't supported. You can however use full screen drawimage for some limited usage.

Dynamic shadows works for models casting on csg geometry from directional light.

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