Search found 262 matches
- Wed Feb 03, 2021 2:15 pm
- Forum: Libraries and Tools
- Topic: Groverburger's 3D Engine (g3d) v1.5.2 Release
- Replies: 218
- Views: 481017
Re: Groverburger's 3D Engine (g3d) v1.2 Release
Been tinkering with the engine for quite a while and wanted to add some light sources, but have no idea of how to. By default there's no light sources at all, right? I've looked at the Flamerunner's source code and found the shaders used fol lighting there. The problem is, I'm a total noob with shad...
- Thu Jan 21, 2021 9:15 am
- Forum: Libraries and Tools
- Topic: Groverburger's 3D Engine (g3d) v1.5.2 Release
- Replies: 218
- Views: 481017
Re: Groverburger's 3D Engine (g3d) v1.2 Release
Hey-hey! Conf.lua really helped to fix the issue w/o changing *anything* inside the code of a test project or the demo one. And now I don't have to invert anything as well. HUGE thanks to both of you, 4vZEROv, groverburger! P.S. The 1.2 release doesn't contain the conf.lua, although it's in the repo...
- Wed Jan 20, 2021 11:47 pm
- Forum: Libraries and Tools
- Topic: Groverburger's 3D Engine (g3d) v1.5.2 Release
- Replies: 218
- Views: 481017
Re: Groverburger's 3D Engine (g3d) v1.2 Release
Yup, using the canvas it shows up just fine. YAY!!! Had to invert the dy, tho g3d.camera.firstPersonLook(dx,-dy) Also, reposting from github: love.graphics.setDepthMode("gequal", true) did nothing, the picture is the same in any of the two modes. Tried both mine and demo projects. I think ...
- Wed Jan 20, 2021 5:51 pm
- Forum: Libraries and Tools
- Topic: Groverburger's 3D Engine (g3d) v1.5.2 Release
- Replies: 218
- Views: 481017
Re: Groverburger's 3D Engine (g3d) v1.1 Release
Hey there, @groverburger o/ Could you help me with something? I've been tinkering with your engine using love 11.3 and have found a weird issue. The details and the way to recreate the issue are on the Github , but basically there's something with Z-order and normals (only a guess). Normals of the c...
- Wed Nov 07, 2018 5:30 pm
- Forum: Support and Development
- Topic: Android screen orientation (a bug report?)
- Replies: 6
- Views: 7223
Re: Android screen orientation (a bug report?)
Thank you, pgimeno! I've inspected portland a bit closer and have found *the place* where it all went wrong in my source code. The reason is that I used a wrong function to determine screen size. This reports *actual* dimensions: love.window.getMode( ) While this is really tied to the internal pixel...
- Mon Nov 05, 2018 5:23 pm
- Forum: Support and Development
- Topic: Android screen orientation (a bug report?)
- Replies: 6
- Views: 7223
Re: Android screen orientation (a bug report?)
Actually, I've tried :) Portland does indeed work, but love2 seems to have internal issues... For example, window/screen dimensions are wrong (my phone has full-hd display): QPPQ_hTbsvQ I've tinkered with my code long enough to realize, that if I swap width/height in the gui library on a Desktop, I ...
- Sun Nov 04, 2018 1:30 pm
- Forum: Support and Development
- Topic: Android screen orientation (a bug report?)
- Replies: 6
- Views: 7223
- Sun Nov 04, 2018 1:28 pm
- Forum: Games and Creations
- Topic: Cube Renderer
- Replies: 12
- Views: 15766
Re: Cube Renderer
Yep, that fixes it.
- Sun Sep 30, 2018 1:50 pm
- Forum: Support and Development
- Topic: BPS Tree Dungeon Generator
- Replies: 4
- Views: 4905
Re: BPS Tree Dungeon Generator
Sorry for a double post, but attachments are broken. Maybe this will draw moderators' attention...
- Sun Sep 30, 2018 1:40 pm
- Forum: Support and Development
- Topic: BPS Tree Dungeon Generator
- Replies: 4
- Views: 4905
Re: BPS Tree Dungeon Generator
Try this (untested, not a pure bsp): local width = 200 local height = 200 local min_room_wall_size = 20 -- a min margin of a room, used to prevent too small rooms local rooms = {[1]={x=0, y=0, w=width, h=height, col = {1,1,1}}} local function get_vol(room) -- we need this to get the volume of a room...