After three days of intense work, I am proud to show you this amazing screenshot:
What is so special about this image? I am now successfully uploading voxel data to the GPU and writing lighting into another texture, using a texture buffer object to store the voxel positions as unsigned char uvec3s. The gray color is the ambient light term coming from the Blinn-Phong shading used in the GI direct light calculation. The next step is to create a light grid for the clustered forward rende
I have shadow caching working now in Turbo. This feature is already in Leadwerks Game Engine 4. The idea is that static scene geometry should not be redrawn when a dynamic object moves. Imagine a character (6000 polys) walking across a highly detailed room (100,000 polys), with one point light in the room. If we mark the scene geometry as static and the character as dynamic, then we can render a shadow map cache of the static scene once. When the character moves, the static cache is copied into
Hi guys!
Bladequest – The First Chapter now finally is on Steam! I am very excited to see how it is going! Check it out if you want! I think it’s pretty cool to have my game on Steam :).
Recently I did some redesign and restructuring, affecting my logo, the newsletter and the website. I actually shut the website down and now use another service, which is easier for me to setup and maintain, so I have more capacity to develop Chapter Two!
Preproduction and conception for “Chapter T
An online implementation of physically-based rendering in the Khronos Github was pointed out to me by @IgorBgz90 and @shadmar. This is very useful because it's an official implementation of PBR that removes a lot of guesswork. Here is my first attempt, which is not using any cubemap reflections:
And here it is with cubemap reflections added:
I plan to use the real-time global illumination system to generate the reflection data, instead of using environment probes. T
New content has been added to Leadwerks Marketplace to provide you with assets for your games. All items are sized correctly and completely ready-to-use with Leadwerks
The Model class is being slightly restructured to add support for built-in LOD without the need for separate entities. Previously, a list of surfaces was included in the Model class itself:
class Model
{
std::vector<shared_ptr<Surface> > surfaces;
};
This is being replaced with a new LOD class, which allows multiple lists of surfaces containing less detail to be stored in the same model:
class LOD
{
std::vector<shared_ptr<Surface> > surfaces;
};
class Model
Hi guys,
First of all check out the newest episode of DevTalk, showing some progress of the development of Bladequest: Chapter Two!
Bladequest – The First Chapter is available since about one and a half month now and so far and has totally exceeded my expectations with about 2000 downloads in total. It was a very interesting project for me, and I got a lot of positive feedback and you definitely want to see more from Bladequest. I think the foundation is there, to create a really cool
With the help of @martyj I was able to test out occlusion culling in the new engine. This was a great chance to revisit an existing feature and see how it can be improved. The first thing I found is that determining visibility based on whether a single pixel is visible isn't necessarily a good idea. If small cracks are present in the scene one single pixel peeking through can cause a lot of unnecessary drawing without improving the visual quality. I changed the occlusion culling more to record t
Entry for tournament is on ?
Check game information on link below and tell me this is not an odd game haha.
I had a limited amount of time for this because i go in holiday.Now its done was pretty painful even if i kept things simple , especially the debugging.
Has multiplayer , and one way to capture territories.
I will continue with this after tournament.
Future plans:
Ai clients.
Adding more ways to capture territories.
Alerts to players so they kno
I worked today on publishing a version of the drivable car workshop item for Leadwerks 4.5
https://steamcommunity.com/sharedfiles/filedetails/?id=1440937059
free to use, works with the FPS player controller. Here is a demo:
enjoy!
Lighting is nearly complete. and it is ridiculously fast! There are still some visual glitches to work out, mostly with lights intersecting the camera near plane, but it's nearly perfect. I turned the voxel tree back on to see what the speed was, and to check if it was still working, and I saw this image of the level partially voxelized. The direct lighting shader I am using in the rest of the scene will be used to calculate lighting for each voxel on the GPU, and then bounces will be performed
Check out my latest DevTalk video. I am showing some awesome new features coming to Bladquest – Chapter Two! I really took your feedback serious to develop some cool stuff. So check it out!
Give Feeback for Bladequest!
My Youtube Channel!
Your Games Wishlist so I can craft a game to your needs!
That's just monster truck fun - This driving/vehicle physics is (well I think) definitivly better than 4.3 ?
Here is a speed car with speed boooosst feature (max 50 m/s)
Boost Car.mp4
I'm just happy to get this work here is a demo:
This is actually better than driving in 4.3 because cars are now able to jump or crash without experimenting crazy rotations or whatever ?
Here is the script to make this:
> Here the values I used:
> And here what changed: Is written in dark:
-------------------------------------
function Script:Start()
-- [...........]
-- Construit les amort
A map viewer application is now available for beta subscribers. This program will load any Leadwerks map and let you fly around in it, so you can see the performance difference the new renderer makes. I will be curious to hear what kind of results you see with this:
Program is not tested with all hardware yet, and functionality is limited.
You can now view detailed sales records of your game assets in Leadwerks Marketplace. First, log into your Leadwerks account and navigate to the Leadwerks Marketplace main page. In the bottom-right, below the categories, a link to your paid files will appear.
Here you can see a list of all your paid items:
When you click on an item, you can see a list of people who have purchased it, along with sales dates.
If you wish to give a free license to any member for any
I have map loading working now. The LoadMap() function has three overloads you can use::
shared_ptr<Map> LoadMap(shared_ptr<World> world, const std::string filename);
shared_ptr<Map> LoadMap(shared_ptr<World> world, const std::wstring filename);
shared_ptr<Map> LoadMap(shared_ptr<World> world, shared_ptr<Stream> stream);
Instead of returning a boolean to indicate success or failure, the LoadMap() function returns a Map object. The Map object gives
Little demo I made about driving in Leadwerks 4.5 with "self-made" vehicle (well the model is not from me)
How to make ? -> https://www.leadwerks.com/community/blogs/entry/2216-simple-car-improved/
enjoy!
Now, I wrote a single script that creates suspension, steer and traction
You have to create the chassis, 4 wheels, set this script to each one of the wheels and then paly with the configurable parameters.
Enjoy:
--[[
Autor Juan Ignacio Odriozola (charrua)
Purpose:
A script that facilitates the making of a simple car
all you need is a chassis and 4 wheels
assing this scrip to each wheel and set the object chassis
then adjust some of the configurable parameters
Parent: ch
I had a window popping up every time i was closing the game.Error below:
Debug Assertion Failed!
Expression: __acrt_first_block == header
At first i thought is something related to me not deleting all pointers or closing the app the wrong way.So i fix that up same error.
More investigating i figure it up that somehow is related to poco libs that i use to connect over tcp.If game exit code was before calling poco there was no exception.
More wtf and curses for not being able to wor
Recently i posted a simple car made with joints without too much explanations... so
What is a joint?
This video shows joints in action. At the end, the stand alone executable and the complete project.
The following text and figure is from the "ode-latest-userguide", figures are also form the JV-ODE documentation:
In real life a joint is something like a hinge, that is used to connect two objects.
It is a relationship that is enforced between two bodies so that
Hi guys!
Just wanted to share the first video of the DevTalk series with you, where I keep you up to date about the development, upcoming features etc. It also is a very cool way to communicate with you, so make sure to subscribe and comment to tell me your ideas. I am working very, very hard and there is a lot of awesome stuff coming soon, so stay tuned!
Markus from Phodex Games!
Give Feeback for Bladequest!
My Youtube Channel!
Your Games Wishlist so I can craft a game t
Here there is a way of making a simple car based on hinges
This is not a tutorial, is just simply a stating point for the ones that want/like to play arround physics and hinges...
I included the entire project and the distribution executable to test the scripts so, you have as I say a starting point and just that, hpe it helps someone
This is the editor view and the initial placement of the parts needed
Basically I made 3 scripts
physicsProperties.lua
wheel.l