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  1. Past hour
  2. Thank you so much Josh, it all makes sense now. Much appreciated for the quick response. Paul.
  3. Today
  4. Let's consider this command line: +map "Maps/level1.map" -fullscreen If you have a word that starts with +, it takes the next parameter as the value: +map "Maps/level1.map" Values can be strings, numbers, or booleans. If you have a word that starts with - it just sets the value to true: -fullscreen So in the returned table, the value "map" would be "Maps/level1.map" and the value "fullscreen" would be true.
  5. Is it possible to upload this project for me to try?
  6. When I put a lot of rocks on the stage, I get that the model could not be loaded and the application closes.
  7. Yesterday
  8. Hi all, Apologies if this is a fairly straigtforward question, but can someone explain to me how the ParseCommandLine function works? I can see the -devmode parameter and I also wanted to add other parameters, including the -map parameter, but when I try to provide a value for the -map parameter, I can't seem to yield it using the standard commandLine[] method. Basically, I need to know the correct format of the command line that has the key "-map" and the name of the map to use. Is it "-map:mapname" or "-map mapname" or "-map=mapname" etc.? Thank you. Paul. [EDIT] I know this can be done simply by interpreting the string myself, but why rewrite code that has already been done for me?
  9. 5.0.2 beta Stack reserve size in new C++ projects is increased to four megabytes by default:
  10. Another option is to increase the stack reserve size in the project settings: Properties->Configuration Properties->Linker->System->Stack Reserve Size The default value is one MB. Set this value to 4194304 to change it to four MB.
  11. This has something to do with the Lua binding code being too big for the stack. When I declare this before the call to LoadScene, the program works correctly: GetLuaState(); Specifically, it's crashing in the Entity class binding code, which is probably the class with the most methods.
  12. Did you get this sorted out?
  13. 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
  14. Working on the atmospheric cycle on Mars, how the sky should look at different times of day on the Martian surface as the hours pass
  15. 5.0.2 beta I found a new library Microsoft has for low-latency thread-safe device input that doesn't clog the event queue with thousands of events. This is exactly what we need to support gaming mice with the lowest possible latency. However, there are two downsides to it: When this is implemented, C++ projects will require the GameInput nuget package be added to them. The feature is not guaranteed to be installed on all versions of Windows. There's a redistributable you can include in your installer, but we have seen from experience users will not install it, or the install will occasionally fail, or they will disable the feature, etc. Still, the Microsoft GameInput library is the ONLY way to do what we want. Therefore we will roll this out gradually. The new project template includes the GameInput nuget package by default, but existing projects do not yet require this to compile. Window::GetMouseAxis is removed from the API, to be replaced in the future with another command. The experimental Camera::SetMouseLook feature is removed, to be implemented in the future using GameInput. The only stock script that was using Window::GetMouseAxis was the CameraControls script. That code has been updated to do away with the calls to GetMouseAxis. The idea here is to make it so new C++ projects by default will be compatible with future GameInput support, but I don't think this feature justifies the introduction of incompatibility with existing C++ projects yet. If you want to add the package to your project, just select the Tools > NuGet Package Manager > Manage Nuget Packages for Solution... menu item, search for "GameInput" and apply to the project. YOU DO NOT NEED TO DO THIS. Even when this feature is completed, you will still need to check to see if the feature is installed on the user's computer, so if you want to support high-DPI gaming mice, you will still need a fallback mode in case the feature is not supported on the user's machine. For now I strongly recommend just relying on standard mouse input (Window::GetMousePosition).
  16. The command is actually SetShadowCascadeDistance. I must fix the documentation.
  17. if _sun then _sun:SetRotation(_sunAngle, -35, 0) _sun:SetCascadeDistance(16) -- Crash App. end
  18. Newer GameInput library exists, but apparently requires installing a redistributable and I am saying no to that: https://gamedev.stackexchange.com/questions/214465/ms-gameinput-gameinputcreate-returns-e-notimpl-on-some-machines From the nuget package: GameInputRedist.zip
  19. After intense testing, I have managed to find the right terrain that is suitable for my computing power and workflow.
  20. Last week
  21. 5.0.2 beta Update for bug report:
  22. I updated the editor and I am no longer able to cause this problem to occur.
  23. Linux is not yet supported. There's a lot of requests for Linux support, and I am an experienced Linux developer. I want to get version 5.1 out before I start adding another platform. In most cases, since your game code has its own dedicated thread to run, C++ and Lua games will run at the same speed. However if you are running a game with very demanding code, like something with hundreds of enemies, the executation speed of Lua would probably start to be to slow. By default, C++ projects are set up to use C++17. I tried changing the languiage setting in Vidual Studio to "C++23 preview" and added the macro _SILENCE_ALL_CXX20_DEPRECATION_WARNINGS, and my Leadwerks game compiled and ran with no apparent issues.
  24. 1. Does Leadwerks Game Engine v5 supports GNU/Linux OS as a target and as a development environment? On the Steam page of the engine, it says it only supports Windows OS. I want to develop games for GNU/Linux OS on GNU/Linux. 2. What is the performance difference between using Lua vs C++ as programming language game logic? Does using Lua makes my games less performant since it is an interpreted language? 3. Can I use C++ 'version 23' to develop games with Leadwerks GE v5 Pro? Thank you.
  25. I was able to produce this error after using the scrollbar:
  26. Maybe something is wrong with the scroll bar logic...although that's not actually supposed to affect the popup window.
  27. Hi Everyone, What a year...ugh. In these troubling times, I thought I'd finish out the year with a music track that maybe offers a little bit of hope: "THE MEADOW WE CALL HOME" (looping) You can listen to it here: https://soundimage.org/wp-content/uploads/2025/12/The-Meadow-We-Call-Home.ogg And download it here: https://soundimage.org/fantasy-13/ Have a safe New Years Eve.
  28. I experienced this error. Updated to beta and the problem has gone for now. Either beta fixes it or something got re-evaluated by the install. I could see that the issue was the actual 'modal panel' was far down the page (when I increased the screen size on a 4K monitor) but it subsequently moved down further again (each time possibly) till it was offscreen and beyond the point the scrollbars would allow. It seems to be sticking to the correct central position now in beta branch, so far.
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