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Sliding door Lua script is updated. SlidingDoor.lua
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Hi Started to use the steam edition but experience problems with downloading content from the download manager inside LeadWerks. My user profile in the left bottom corner indicates that I'm logged in and logout + new login with email address and password just goves me the INVALID_ACCESS_TOKEN in a blue line. Accessing LeadWerks page with the same userid and password works fine. I'm using the latest LeadWerks/UltraEngine 1.0.1 (build 3117) - Steam edition. BR Eirik Nesje
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Idk how I missed that. Thank you!
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Josh started following ENV PATH Variable Issues
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See the section called "Environment Variable" on this page: https://www.leadwerks.com/learn/Programming?lang=cpp This has all the information about it.
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quazi started following ENV PATH Variable Issues
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So I have maxed out my env var path length in windows and have not hacked it in registry to accept more environment variables in the path. My question is how do i re-run the env variable insert stuff that automatically happens? Or better yet. What are those variables? .. Because builds don't work for me due to the engines path vars missing i think.
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Josh started following Updating Lua Projects from 1.0.0 to 1.0.1 and Error when drawing primtives
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It sounds like you are missing required files in your project. Does this occur in a new project? You can open the project manager by selecting the File > Project Manager menu item in the main menu. This will allow you to sync your project and update any changed or missing files: https://www.leadwerks.com/learn/projectmanager
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Version 1.0.1 makes some final changes that should only be made while the software is still in early access. Once it goes full release, I would not make breaking changes to the design unless there was a very good reason, so it's best to do this now. For Lua projects, the "Source" folder should be renamed to "Scripts". This will better support future plans for C++ games that are moddable with Lua script, and is also more cohesive with the Leadwerks 4 way of doing things. All entity definition JSON files have been moved into a folder in your game directory called "Entity Definitions". This resolves the conflict between the location of C++ and Lua code files, and also will make moddable games easier to distribute in the future. The Lua import function now works with relative paths, which is more consistent with other programming languages. If you want to import a Lua script file that is in the same folder, you just need to specificy the name of the file, with no directory. Updating Projects Before you start, it's a good idea to make a copy of your game folder before updating your project. When you open a Lua project, and a folder named /Source is detected, the editor will prompt you to update the project: When you press OK, the editor will rename the "Source" folder to "Scripts" and move all entity definition JSON files into a folder called "Entity Definitions". If you run the game at this point, you will see several errors saying something like "Failed to read file Source\System\ErrorHandler.lua". This is because you are still using the Lua executables from the previous version, and you need to update them. Open the project manager by selecting the File > Project manager menu item in the main menu. Click on the orange warning icon. Among other files, you will see the two game executables, for release and debug mode Press OK to update the project and get the new files. After that, your game will run. Any overwritten files will have a backup copy made in the "Backup" folder, in your game's directory. If you don't want .lua files to be overwritten in the future, open the program options from the Tools > Options menu item in the main menu. Under Projects > Never update files, add *.lua to the property in the list of file filters. The changes in version 1,0.1 need to be made before the program exits early access, not after. I do not expect any changes this big in future updates.
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Thirsty Panther started following Error when drawing primtives
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Is your project up to date (synchronized) ? https://www.leadwerks.com/learn/projectmanager?lang=lua
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Werner started following Error when drawing primtives
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When I try to draw a primitive, nothing happens. I get the error ' Failed to load posteffect "Effects/WireframeSelection.fx". ' Something to do with the installation?
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The issue that caused your error to not display correctly when the code was in an entity script is now fixed.
- Yesterday
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Josh started following Updating C++ projects from version 1.0.0 to 1.0.1
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Version 1.0.1 introduces some final changes to the C++ project structure. The software is still early access, so any planned changes are best done now rather than after exiting early access. Entity definition JSON files are moved into a folder called "/Entity Definitions" The "Source/Components" folder is renamed to "Source/Entities" The ParticleEmitter::SetRadius command is renamed to ParticleEmitter::SetScale The UltraEngine.lib and UltraEngine_d.lib library files are renamed to Leadwerks.lib and Leadwerks_d.lib You can update your projects with the included automatic update feature, or make the needed changes manually. Automatic I created a new C++ project with version 1.0.0, then switch the engine to version 1.0.1, and opened the project. When I opened the project, this prompt appears: I pressed OK and the editor maded required changes to the project files. Then I opened the .sln file in Visual Studio. When I compiled, there was one error, for a call to ParticleEmitter::SetRadius. I replaced this command with ParticleEmitter::SetScale (and doubled the value passed to it) and then the project compiled without any issues. You may also wish to rename the "Source Files\Components" filter in the project explorer view to "Source Files\Entities", but this does not appear to be required. The automatoc update prompt is triggered when the Source/Entities folder is missing and the Source/Component folder is present. Manual I repeated the project with a copy of the project, but this time I did not open it in the editor, and I just tried to compile it. The first issue was renaming the ParticleEmitter::SetRadius call to ParticleEmitter::SetScale. After fixing this, a linker error occurred, saying cannot open file 'UltraEngine_d.lib'. In the solution properties, I renamed UltraEngine_d.lib to Leadwerks_d.lib in the Debug configuration, and did the same in the Release configuration for UltraEngine.lib / Leadwerks.lib. After this, the project compiled without any problems. However, there are still two issues to consider. The editor expects to find entity definition JSON files in a "/Entity Definitions" folder. The editor will scan the "/Source/Entities" folder for file changes and generate new entity definition files from that. To solve these, you would need to move all the JSON files in Source/Components subfolders into a single "Entity Definitions" folder. You would also need to remove the component .cpp files from the VS project and add them from their new location in Source/Entities. So, the easiest way is to just open the project in the editor and let it take care of the process automatically. I apologize for any confusion during this process, but like I said, this is the kind of thing that should be done in early access and not after. If you don't want .cpp and .h files to be overwritten in the future, open the program options from the Tools > Options menu item in the main menu. Under Projects > Never update files, add *.cpp and *.h to the property in the list of file filters. The changes in version 1,0.1 need to be made before the program exits early access, not after. I do not expect any changes this big in future updates.
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Ultra Engine 1.0.1 is released, with a host of improvements and fixes, as we prepare to exit early access. A new game menu system has been added into the default project template, for both C++ and Lua. This will enable a menu system for your game, along with options for graphics settings, and automatic save and load of your game's settings in a JSON file. Since all the code is included in the project, you can modify it, remove it, or use it as-is. The Lua entity scripts system has been updated to allow attaching of properties and functions directly to entity objects. This eliminates the need to flip back and forth between the script and entity object, and allows a more straightforward approach to game programming that takes full advantage of Lua's dynamically typed design. Additionally, the need to call RegisterComponent() in your entity scripts is eliminated. The screen-space ambient occlusion post-processing effect has been improved with faster performance and a cleaner image quality. Entity UUIDs (Universal Unique Identifier) are now displayed in the entity properties, in-editor. You can copy the entity UUID and use it with Scene::GetEntity to retrieve a specific entity in code from a loaded map. Many other small enhancements have been added: In Lua, the World:GetEntities command can now accept additional parameters to filter entities by Lua fields. The model editor now allows you to load a dynamic (convex hulls) or static (polygon mesh) collider from a model file. Thumbnails for prefabs are now generated in the editor. Lua execution speed in debug builds is much faster now. Added Entity::SetMassCenter command. ParticleEmitter:SetParticleRadius is replaced with SetParticleScale. Values sent to this method should be double the radius. Shader family file structure is simplified. The engine is still backwards-compatible with the old shader family format. No changes to your existing shader family files are needed, but the default files have been updated. The Lua code folder has been changed from "Source" to "Scripts", in preparation for future plans for modding support with Lua, for games written in C++. The editor will attempt to automatically correct your existing projects when they are opened. FPSPlayer script now includes an option to start with the flashlight turned on. CreateTile can now accept a World instead of a Camera, so tiles can be created without a specific camera CreateInterface can now accept a world for the first parameter so it doesn't have to be tied to one specific camera. Added new events EVENT_WORLDUPDATE, EVENT_WORLDRENDER, EVENT_WORLDPAUSE, and EVENT_WORLDRESUME. The first two do not go into the event queue, but can be used with ListenEvent() to add hooks Display.graphics modes is now an array of iVec2s instead of iVec3s The Lua Import command now works with relative paths, which is more consistent with most programming languages ACES tone mapping is now integrated into the lighting shaders by default, and no longer requires an extra post-processing step Undo / redo system is now fully working and finished This update also resolves many bug reports. Out of a total of nearly 1000 bug reports filed during early access, 99% of issues have been solved, giving you an extremely well-tested platform to build on as we prepare for the full release.
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The game is released! Get it on Steam now. https://store.steampowered.com/app/3889080/?curator_clanid=1388074
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I have a general idea of the major features I want to implement, and when. There are a lot of other smaller items that will be added when it is convenient, but these are the main headlning features I have in mind: 5.0.1 The 5.0.1 update in December will be a minor update with a lot of small enhancements and features to improve your experience. I don't want to start the next major feature before then, because there's probably a 50/50 chance it won't be finished before Christmas, and I don't want to just go silent for the rest of the year. 5.1 After Christmas, work will begin on Leadwerks 5.1. The main feature will involve moving the lighting into a deferred step. (Currently we use a clustered forward+ technique also used by id Software and Rainbow 6 Siege X.) I don't have to write a whole new renderer I mostly just have to rearrange some shader code. When I do this, the engine will be "in the shop" for perhaps six weeks, and I think there's maybe a 50% chance it will take a bit longer than that to clean up all the details. This update also solves many secondary issues including easier development of custom shaders, simpler memory management, addition of vertex movement effects like wind, more control over volumetric lighting, easier implementation of new light types, etc. 5.2 The major feature in 5.2 is planned to be baked global illumination, combined with dynamic direct lighting. There are many options here I may delve into, depending on what kind of quality and performance this approach is able to deliver. This is an important feature for my own game I am developing, as I want our game to have high quality indirect lighting with fast performance. 5.3+ I have many other features in mind for continued development. Here are some of the main important ones, in no particular order: Non-solid brushes (splines and terrain patches) Rope physics Raycast vehicle physics Roads Vertex morphs loaded from glTF Sandboxed Lua modding API, for making your games safely moddable Intel graphics support LInux and Mac support C# programming support Development is never 100% certain before you actually write each feature, and this plan is subject to change, as more information becomes available during development. This is not an all-inclusive list of every feature or improvement, just the main big ones that take the most time to implement.
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MR. SPIKER changed their profile photo
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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
BIG NEWS -- FREE HIGHER-QUALITY OGG TRACKS ARE ON THEIR WAY! Wordpress apparently now supports Ogg music files, so I'm in the process of replacing all my looping Mp3 tracks on my site with even higher-quality Ogg versions! Besides sounding more rich and full, the Ogg versions always loop seamlessly in game engines...(Mp3 files sometimes need to be edited...this is due to the Mp3 encoding process which sometimes discards a tiny bit of audio information at the looping point...very annoying.) Anyhow, I'm very excited to be able to make the higher-quality Ogg versions available to my fellow creatives! Standard tracks (and those that don't have to loop seamlessly) will remain in Mp3 format so video creators can use them... (Premiere doesn't seem to support the Ogg format.) For those of you who want to bulk-download all of my Ogg tracks at once, my Ogg Music packs will still be available. I'm making very good progress...hopefully I'll have everything done by the end of the week. :-) - Last week
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I suggest decreasing the strength of the PBR reflection in the environment settings. This would increase the contrast in your scene.
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Paultan2 joined the community
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At the moment, I’m having a lot of fun coding in Lua. I’ve added health items to the game, and I’ve also implemented a skill book with Beginner, Advanced, Expert, and Master skills. This gradually increases the damage — with each level, you gain another 5 damage points. In the end, as a Master, you deal 40 damage with a single hit My NPC script is growing and evolving. Now they switch to a fearful stance animation whenever enemies are nearby, and once the enemies are gone or dead, they continue doing what they were doing before. Also the enemy lost Attached Hat or sword if enemy is dead. The Player can now block the attack from enemy. So there is no Damage (maybe i test it with a Block skill , so the block not alwas function but later. at moment maybe a nice to have. (i think i have to change the sword pivot because i dont get the right position . its tricky . at moment its showen behind the arm I removed the fog emitters. They consume an incredible amount of performance, even when I only use 100 particles. I’ll wait until there’s an update for the particle system. In my opinion, it worked better in Leadwerks 4. But a tutorial wouldn’t be bad either. Maybe others could share their experiences too — there’s already a thread about it in the forum.
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Veryzon joined the community
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In this episode we'll discuss the upcoming launch of the all-new Leadwerks Game Engine 5, along with a road map for continuing development. We'll also talk about our plan to help you avoid "tutorial hell" and become a game developer! https://store.steampowered.com/publisher/leadwerks Add Resonant Dusk to your wishlist on Steam now: https://store.steampowered.com/app/3889080/Resonant_Dusk/ 10-11-25.zip
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It seems I won't be able to convince you to add a node chart.
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Oh yeah, the alpha also automatically does a small fade in at the beginning, so the particles don't pop into view all at once.
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If it was really needed, the same could be done by adding an optional curve function you select from a drop down list. I just don't see the nodes as being very useful, it takes a long time to program a widget like that, then the result doesn't fit into the UI very well, and the benefit just doesn't seem to be there.
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What makes you think the node chart is “overly complicated”? The logic is simple: the node chart represents the particle lifetime from left to right and allows you to change the alpha and size values of the particle at any time. The particle size setting in Ultra only changes the size at the particle's start and end points. But thanks to the node chart in Leadwerks, you can change the size and alpha values of the particle at any point you want. As shown in this video, I change the size value of the particle at the point I want in Leadwerks.
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Okay, so my current thinking, and going along the lines of what we already have, is this: Crash Course Gameplay (just using the default scripts) Programming 3D Spatialization Position and 3D vectors Dot product Cross product ATan Rotation Euler angles Gimbal lock Quaternions Spherical linear interpolation Space Transformations Transform point, vector, normal, quaternion, plane 4x4 matrices Camera Projection Planes Line intersection Convex volumes / brushes Game Mechanics Ray Casts Proximity Test Object Spawning and Deletion World::GetEntitiesInArea World:GetEntities (using filters) Pathfinding Game Physics Mass Velocity Force and Torque Collision Triggers Collision Types Player Controller Intersection Joints