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Josh

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  1. Josh

    mesa

    Great job. I have seen the strafe speedup trick used in a lot of Defrag videos (Quake 3 mod).
  2. Josh

    Winter Games 2025

    Thanks for playing! Here are the results: https://store.steampowered.com/news/app/251810/view/506225182828923451
  3. To fix your project to work with 5.0.2 beta, you must do the following: In the project manager, press the Sync button to copy the new DLLs into your project folder. Follow the instructions here to add the gameinput package to your project. This adds support for the new low-latency mouse input features: https://www.leadwerks.com/community/topic/61318-release-notes/page/37/#findComment-320871
  4. Nice to hear! I will check this out and see if I can produce the same error. I literatlly just uploaded a fix on the beta branch for something that might be related to this.
  5. 5.0.2 Entity::CollisionTest has been added to the API and documentation, for testing collisions outside of the physics simulation. A fix is available for a problem with player collision against some convex hull shapes. A big thanks is due to Julio Jerez, the author of Newton Dynamics, for finding the root cause and fixing it quickly. The following DLLs are now required in your project. Sync the project to get these DLLs: dContainers.dll dContainers_d.dll dCustomJoints.dll dCustomJoints_d.dll Newton.dll Newton_d.dll With this problem fixed, plus the improvements to timing and low-latency mouse input, Leadwerks can now provide very good support for fast-paced twitch shooters where you are running around a level at high speeds.
  6. It is true that these files exist in the Github repo, but that does not mean C# is supported...at this time...
  7. It's fixed. I will have an update tomorrow. I have to put things back together now.
  8. The documentation here is slightly wrong, and this overload is not exposed in the Lua API. I have fixed both problems and they will be available in the next update.
  9. The developer of Newton has confirmed there is a bug in the physics engine. He is investigating...
  10. Another video demonstrates how to reliably create the error:
  11. Here is a demonstration that proves the cause:
  12. Interesting vote results. I would have expected people would agree with you. Usually if you phrase something in terms that sound like functionality is being restricted, people react against it.
  13. The Newton developer has confirmed there may be an issue here...
  14. I may have found the cause, although it's not a complete explanation. The most problematic shapes are wedges with the pivot point outside of the convex hull: A wedge by default will have the pivot point right along one of the faces, which might occassionally cause collision to fail, if there is a problem like this. This explains why your wedge was failing frequently, but a new wedge did not have the same problem. This is still a bug. I don't have a complete answer yet. But I believe I am on the right track now.
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