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SSLR
Work in Progress - Started by Steam Community,
Just messing around with some real-time reflections from Igor -
SSLR
Work in Progress - Started by Steam Community,
Just messing around with some real-time reflections from Igor: http://steamcommunity.com/sharedfiles/filedetails/?id=414422238 -
Campfire Prefab Demo
Work in Progress - Started by Steam Community,
My first fully contained drop-in ready prefab, suitable for spawning fully functional with zero setup, though has lots of options. Thinking about posting to the workshop. -
Tesselated Water in Leadwerks (very early experiment)
Work in Progress - Started by klepto2,
Just another water experiment... -
Day Night cycle
Work in Progress - Started by shadmar,
Preetham + procedural stars and clouds on pure gpu. -
Leadwerks 3.2 Indie Highlight and Glass Effect Shaders
Work in Progress - Started by Steam Community,
Two shader effects working together in LE3. Waiting for access to default buffer to try other effects. -
Driving around with the Leadwerks pick-up
Work in Progress - Started by Marcousik,
This video is supposed to show the progression and possibilities of car driving with a new model animated, the pickup that comes with Leadwerks...
The car script was upgraded with tires physics calculation and that got improved in this showcase.
My goal is to reach a fluent and stable and responsive drive feeling for the player to enjoy off-road experiences in Open world.
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Per-bone Animation
Work in Progress - Started by Josh,
First pass at per-bone animations, combining upper body and lower body actions.
This is all it takes to control this animation:
//Load a model auto model = LoadModel(world, "Models2/merc/merc.mdl"); auto bone = model->skeleton->FindBone("spine_01_Military_Male"); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (window->KeyDown(KEY_UP)) { model->Animate("walk", 0.4); } else { model->Animate("idle", 0.4); } if (window->KeyHit(KEY_SPACE)) model->Animate("shoot", 0.25, 100, ANIMATION_ONCE, 0, bone); world->Update(); world->Render(framebuffer); }
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