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Josh

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  1. Hi, I cannot investigate this unless there is a reliable way to produce the error.
  2. Josh

    Get an Object

    Navmeshes are stored in the scene. See the Monster script for an example.
  3. The repository where all the documentation is stored can be downloaded here: https://github.com/Leadwerks/Documentation The toc.json file contains the table of contents.
  4. Josh

    Get an Object

    https://www.leadwerks.com/learn/Scene_GetEntity
  5. Josh

    No contents

    Sorry about that. This is a rare situation that will happen if I accidentally forget a comma when I am editing the TOC json file. It's fixed now.
  6. What kind of code backup system are you using in your current primary Leadwerks project?
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  7. Josh

    Bullets

    Dropbox, Google drive, whatever you have.
  8. Docs are updated.
  9. Docs are updated, wait for cache refresh
  10. Josh

    Bullets

    Is it possible to upload this project, with instructions how I can make the error occur?
  11. Josh

    Physics

    There is a table here: https://www.leadwerks.com/learn/Entity_SetCollisionType
  12. The default game template is set up with a menu that allows the user to enable or disable different post-processing effects. This is more similar to how most games actually work, where post-processing effects are treated as a quality setting the user adjusts.
  13. Josh

    Bazzite

    Most Linux problems stem from an obsession with saving drive space, and a failure to differentiate between system and application code. They want programs to load common functionality from shared libraries that are stored in the system files, but these libraries are constantly changing and breaking programs. It makes no sense. There's an easy solution, and that is to just place the required library files (in .so format) in the same folder as your program, and use a launcher script to tell the system to load the shared libraries from the same folder: export LD_LIBRARY_PATH=.:$LD_LIBRARY_PATH ./myprogram This should really just be the default behavior, like it is on Windows.
  14. Hi, can you tell me what graphics card you have?
  15. Josh

    Camera

    The variable you have is probably an Entity object, and you need to cast it to a Camera object: local camera = Camera(self) if camera ~= nil then coord.z = self.camera:GetRange().y farpoint = self.camera:ScreenToWorld(coord, framebuffer) end
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