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Seba12sj joined the community
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Mariusz W joined the community
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Monkey Frog Studio started following For the Future - A Scatter Tool/Brush
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Hello, I'd like to suggest that a 'scatter' tool or brush be added to Leadwerks in the future. The purpose is to quickly drop down things like debris in a level. This would have to work with both level brushes (the box, wedge, cylinder, and cone) and imported models (for both level geometry, like floors, and props, like tables). It should use physics and collision to allow for objects to be dropped onto surfaces. Like the brush for terrain, you should be able to select which models to use for your debris. And it should have parameters for brush size (how far debris is scattered), amount (how much debris is scattered), etc. Thanks.
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Gilbel0889 joined the community
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5.0.1 Version 5.0.1 is now on the default branch. This removes the need for a system environment variable for C++ projects, and fixes several bugs. Beta and default are in sync. Version 5.0.0 is now archived.
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Josh started following How to get the current camera... and Editor Camera Radius Culling
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camera:SetRange(near, far) will do it.
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There is no "current" camera. There's just cameras. You could do this: local entities = world:GetEntities() local n for n = 1, #entities do local camera = Camera(entities[n]) if camera ~= nil then if camera:GetHidden() == false and camera:GetProjectionMode() ~= PROJECTION_NONE then --this is probably the camera you want end end end
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TEDERIs joined the community
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Caronte3D started following How to get the current camera...
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Without knowing her name?
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htharker1 started following Editor Camera Radius Culling
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A camera radius culling feature would be great. My scene is getting very large and detailed and as a result the performance is dropping a fair bit. Being able to set the visible radius around the camera in the editor would be really beneficial in this case and would stop everything in the scene rendering simultaneously or having to hide far away items manually to improve performance.
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CianchyC joined the community
- Last week
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If I add FPSPlayer.lua to one of characters, it doesn't fall
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They don't have a collider. If you set them to use character physics, they will have a cylnder coillider.
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Anyway...
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Set their physics mode to use character physics.
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@Josh The fact that characters fall through the floor with the same properties as a non-falling cube is also related to this?
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5.0.1 beta Full update of C++ lib and Lua EXEs. C++ header and entity definition files updated. Think it's time to release this on default branch soon.
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Josh started following Does Leadwerks 5 support old DLCs?
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Most of the content will work with some adjustments, but it's not set up and ready to work with version 5.
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yurembo started following Does Leadwerks 5 support old DLCs?
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So, the question is in the title. I tried to load the Zone DLS, and when I launched the game, I got multiple material errors (Fig. 1). And when the game is loaded, I couldn't move the camera—it froze. Everything works fine in Leadwerks 4.6. When I placed characters from other DLCs (Fig. 2) and set their physics properties like cube's properties, characters still fall through the floor (Fig. 3). Although in Leadwerks 4.6 everything works correctly and characters don't fall through the floor.
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Profile picture not synchronized with editor, name text descenders cut-off
Josh replied to CyberMick's topic in Bug Reports
Can you please post a screenshot that shows this? It's hard to understand otherwise. -
Ha! It works just fine: #include "UltraEngine.h" using namespace UltraEngine; 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 framebuffer auto framebuffer = CreateFramebuffer(window); //Create a world auto world = CreateWorld(); //Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetFov(70); camera->Move(0, 2, -8); camera->SetScale(2); auto font = LoadFont("Fonts/arial.ttf"); auto tile = CreateTile(world, font, L"Здравствуйте"); //Main loop while (window->Closed() == false and window->KeyHit(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; }
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If you were talking about integers, you might be right. But if I set a value to “float” in the component settings, I'll probably need decimal numbers most of the time. If I really don't need decimals, I'll just use integers.
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Our own game tournament will start December 20th.
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Sharing my Original Music and Sound Effects - Over 2500 Tracks
Eric Matyas replied to Eric Matyas's topic in Game Artwork
Hi Everyone, I've been super-busy, but I did create a new production bed to share with you all...it's really fun: "THE DIXIELAND BAND" You'll find it here: https://soundimage.org/jazz-big-band/ As always, it's 100% free to use in your projects with attribution, just like my thousands of other music tracks, sounds and images. Enjoy! :-D -
Understood! thanks for the reply
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banannaman joined the community
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jochehe started following Sharing my Original Music and Sound Effects - Over 2500 Tracks
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Sharing my Original Music and Sound Effects - Over 2500 Tracks
jochehe replied to Eric Matyas's topic in Game Artwork
Thanks you -
jochehe joined the community
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Title sums it up, when I start a project and try to run the start map I get this error. Anyone know how to fix this? I tried deleting the file and that did nothing and I even start a new project thinking about something was corrupt and face the same issue. my current hardware: CPU - 13th Gen Intel(R) Core(TM) i7-13700KF GPU - AMD Radeon RX 9070 XT RAM - 64.0 GB Speed: 6400 MT/s Slots used: 2 of 4 Form factor: DIMM nvme - 500gb