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  2. 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.
  3. Is this still occuring? Can it be reproduced reliably?
  4. Today
  5. @Vladimir Sabantsev I really appreciate your in-depth feedback. I am planning to fix all bugs that can be fixed right now (a few things depend on internal refactoring) before I proceed with a new deep dive into modifications to the renderer for 5.1. The plan is to move lighting shader code into a deferred step (as Leadwerks 4 does) which I think will probably provide better optimization for low-end hardware and simpler shader code.
  6. Carving a 32-sided cylinder out of another one, at a 90 degree angle...this may be as good as it gets. Every other CSG program I've ever seen has simi;ar issues when the geometry gets complex. The crash is fixed on the beta branch, so I will call this finished for now.
  7. 5.0.2 beta Several bugs fixed.
  8. 6 should work just fine. 1 is not very deep. Is it possible to upload your project so I can try it out? Maybe it is somehow going into an infinite loop, although I don't think that is possible?
  9. What a great implementation and tutorial for Pathfinding! The only miss I can see is that API lacks an ability to get a path that a NavAgent is currently aiming to take. It would be great for strategy games (display the path so that one can plan intermediate steps before sending the troops in) and for multiplayer games (ensure sync btw server and client). I can see there is a Leadwerks::NavMesh::PlotPath method, but it's not quite the same. Maybe it will make sense to separate Navigate into SetDestination, StartNavigate, StopNavigate, GetCurrentPath.
  10. Hi, I've noticed that a neither tutorial page for Collision or API documentation mention an "in-out" trigger volume implementation - they only mention "on enter" trigger (which is in fact "is in" trigger), but no "on exit" trigger. Would be nice to logically separate Leadwerks::Component::Collide into Leadwerks::Component::ColideBegin, Leadwerks::Component::ColideContinues, Leadwerks::Component::ColideEnd to ease implementation of trigger volumes switches (e.g. a pressure plate). Also, there should be an easy way to visually debug collision meshes and physics movement vectors - it eases prototyping by a lot. Not sure if it still applies because I have quite an old version of engine right now, but I've noticed that all the default C++ components have a "virtual method" syntax instead of "method override"- it's a bad practice, because it silences the E1455 "member function declared with 'override' does not override a base class member" which will be triggered in case if the base class method declaration has been changed. As a result, anyone who is using this syntax together with rich inheritance structure and non-pure virtual methods risks to define a method that won't be called after introducing a change in the base class declaration. This semantic mistake can be very irritating and confusing for someone who is learning C++, it's better to teach people to be precise about it. Merry Christmas to everyone reading it on the day it was posted!
  11. With debug levels to 6 the results are the same (not work). With debug levels to 1 all is working well. Maybe this value should be 1 by default.
  12. Set the debug levels to something like 6. 16 is very high and it might just be taking a long time to iterate through the stack.
  13. That's just the result of slicing objects to make multiple convex shapes. Brushes must be convex, so concave shapes are made out of multiple convex shapes.
  14. I don't use any antivirus (only the Windows one). The network is accessible. The problem is not about this project, the same occurs on every project. also, have another minor bugs, like this one where I search for a word an the editor highlight displaced:
  15. That spiral shape could be the culprit. It doesn't make sense to me, and with so many vertices, the edges are going to overlap.
  16. In the next build, tags will automatically get converted to lower-case.
  17. Will be fixed in tomorrow's update.
  18. Docs updated: https://github.com/Leadwerks/Documentation/blob/master/Lua/CreateInterface.md#remarks https://github.com/Leadwerks/Documentation/blob/master/Lua/CreateTile.md#remarks
  19. Okay, there's probably no bug but the documentation could use some extra explaination. You can create a tile or an Interface from both a single camera or a world. If it is created on a camera it will be drawn at the end of the camera render routine. If it is created on the world, it will just get drawn last, after all cameras have drawn. You had one object being created on a camera and one on the world, so it switched the drawing order around. Additionally, when you position a tile you can just provide two coordinates (x and y) unless you are using Z to sort the order. #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 * displays[0]->scale, 720 * displays[0]->scale, displays[0], WINDOW_TITLEBAR | WINDOW_CENTER); auto framebuffer = CreateFramebuffer(window); auto world = CreateWorld(); auto camera = CreateCamera(world); camera->SetClearColor(Vec4(0.125f, 0.125f, 0.125f, 1)); //Load a font auto font = LoadFont("Fonts/arial.ttf"); //Create user interface auto ui = CreateInterface(camera, font, framebuffer->size); ui->background->SetColor(0,0,0,0);// make background transparent //Create widget iVec2 sz = ui->background->ClientSize(); auto button = CreateButton("Button", sz.x / 2 - 75, sz.y / 2 - 15, 150, 30, ui->background); auto tile = CreateTile(camera, 100, 100); tile->SetColor(0, 1, 0); float x = framebuffer->size.x / 2 - tile->size.x / 2; float y = framebuffer->size.y / 2 - tile->size.y / 2; auto target = Vec2(x, y); while (!window->KeyDown(KEY_ESCAPE) && !window->Closed()) { while (PeekEvent()) { const Event event = WaitEvent(); switch (event.id) { case EVENT_KEYDOWN: if (event.data == KEY_RIGHT) { target.x = x + tile->size.x; } else if (event.data == KEY_LEFT) { target.x = x - tile->size.y; } else if (event.data == KEY_UP) { target.y = y - tile->size.y; } else if (event.data == KEY_DOWN) { target.y = y + tile->size.y; } break; default: ui->ProcessEvent(event); break; } } x = Mix(x, target.x, 0.05f); y = Mix(y, target.y, 0.05f); if (abs(x - target.x) < 0.1f) x = target.x; if (abs(y - target.y) < 0.1f) y = target.y; tile->SetPosition(x, y); world->Update(); world->Render(framebuffer, true); } return 0; }
  20. Yes, so it works, that was the step I did to convert each file individually and it works, what I did was take the material and do the automatic conversion of all of them, but it didn't work.
  21. I right-clicked on each of these files, selected "Convert to DDS", and each one worked with no issues. What steps do I have to perform to make an error occur?
  22. Some more information: The GUI system uses tiles to draw, when used with a 3D framebuffer. The tile order starts at 10,000. Perhaps I accidentally reversed the sort order? I will test further and solve this...
  23. I was able to prevent the crash. This isn't perfect, because there are some gaps being created by the carve operation. However, thsi always happens with complex boolean operations, and it is much preferable to making the application crash. This will be included in the next build that goes up on the beta branch.
  24. Yesterday
  25. Done, wait for the docs system to recache.
  26. It appears the breakpoint is hit but the information is not being received by the editor, so those menu items and buttons never get enabled. In Tools > Options > General, what is you debug level setting set to? Do you have antivirus software preventing the game or editor from accessing the network? This is how they communicate with each other. If you just set a breakpoint somewhere near the beginning of main.lua, does the debugger ever display in the script editor? Is it possible to upload this project so that I can test it?
  27. I tried to make the problem occur, but this map works fine with VR and a directional light. Built using the VR game template. vrdirlighttest.zip In order to test this further I will need a map to test that produces the error.
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