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reepblue

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  1. My next game will not be VR. I just felt like the engine needed a VR game for testing. I didn't expect a lot of plays but it was the only type of game I can do quickly with my schedule.
  2. I just render a splash screen with a logo on it until the start render event fires. Sometimes there is a millisecond of white but it's nothing to lose sleep over.
  3. I still say we should still have something like the Source Engine instance system. https://developer.valvesoftware.com/wiki/L4D2_Level_Design/VMF_Instances https://developer.valvesoftware.com/wiki/Working_with_instances If prefabs are going to be left flexible, then I want a system where I can make objects as map files and expose the I/O and some entity values to the main scene. the flow graph communications should also still work from the instance.
  4. The editor seems to no longer respect the paths to executable paths given in the settings. It'll always prefer the Project Name and assume the suffix and extension. I have a feeling this was done intentionally as the idea of using the editor for modding kind of went away but it still looks like it'll respect the entry provided. I found this out experimenting and I recall this working just fine in the past. I could always make an extension to load other programs, but I was a fan of this feature.
  5. Not with the framebuffer. You'll need to create a new window. See Source/Game/GameMenu.cpp for how the stock code handles changing the window size.
  6. Is this with a frame buffer attached to the window. If so, that flag isn't supported.
  7. I actually ran into shortcut keys not working as well and I'm using a US-English keyboard. It's normally when multiple tabs are opened. To fix the issue, I have to close all the scripts and reopen the one I was working on.
  8. reepblue

    SnowBall VR

    View File SnowBall VR SnowBall VR is a simple target game using Leadwerks 5. Throw snowballs at targets in a short amount of time to increase your score! This was submitted as part of the Leadwerks Winter Games 2025! This game requires a compatible VR headset. Submitter reepblue Submitted 01/16/2026 Category Games  
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  9. reepblue

    SnowBall VR

    11 downloads

    SnowBall VR is a simple target game using Leadwerks 5. Throw snowballs at targets in a short amount of time to increase your score! This was submitted as part of the Leadwerks Winter Games 2025! This game requires a compatible VR headset.
  10. I'll do more investigating. I'm just recalling a bug I encountered in my project but there was also a quite a bit going on.
  11. I've noticed that when using window->KeyHit() if you hold down the key, the function will keep returning true. My solution for this problem is to poll the input events myself but that's not an ideal solution. Hold down the space key in this example and it should rapidly change the panel's colors. //------------------------------------------------------------------------------------------------- // // This example uses the space key to control the color of a panel widget. // //------------------------------------------------------------------------------------------------- #include "Leadwerks.h" using namespace Leadwerks; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create windows auto window = CreateWindow("Leadwerks", 0, 0, 800, 600, displays[0]); //Create user interface auto ui = CreateInterface(window); while (true) { if (window->KeyHit(KEY_SPACE)) { ui->root->SetColor(Random(1.0f), Random(1.0f), Random(1.0f), 1); } const Event ev = WaitEvent(); switch (ev.id) { case EVENT_WINDOWCLOSE: return 0; break; } } return 0; }
  12. On most situations, I get a crash when loading a map. I first discovered this on a complex project and I thought it was me doing something stupid. Turns out, on a very basic project, the problem still happens. #include "Leadwerks.h" using namespace Leadwerks; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Leadwerks", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a world auto world = CreateWorld(); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); auto scene = LoadScene(world, "Maps/Start.map"); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; } SceneCrash.7z
  13. GeForce RTX 4070
  14. Same issue, sent you the project. Might be a Nvidia thing..
  15. I'm still seeing the same issue on my end. I'm updating my Nvidia Drivers right now to see if that'll fix it. If not, I'll share my project and request you to test on the 591.59 Drivers.
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