Leadwerks 3 is a new game engine purpose-built for mobile. By building the entire platform on pure native code, Leadwerks aims to bring a new level of performance and flexibility to 3D mobile games.
After two years of development, the team is now beginning a closed beta test. Select members of the community will provide feedback and testing so that final bug fixes and refinements can be made.
You can sign up to our mailing list for up to date information as we finish up development o
::::BE WARNED THIS IS A LONG ONE::::
Path finding is a technique used in many games that allows an object to find its way around obstructions to get from one point to another. There are a lot of miss understandings regarding this technique and many treat it as a mystery that is best left for the more experienced programmers. However, the big scary word 'AI' is not nearly as scary or complex as some may think. My entire path finding system only contains 4 classes, 1 struct and about 450 lines
Hello everyone,
Why make the lives of artists/animators difficult, while it can be sooo much easier? Well, that's a question I can't answer. But...I can answer this...there IS an easy way to animate 3D characters, AND get them inside your game(s)!
A few months ago, I bought the Reallusion iCLone Animation Pipeline package, and since then, I haven't regreted it for one moment. Although, I must admit, at first I was rather skeptical and not convinced whether or not to buy the program, but I'
Up until this point everything has been one big question mark. Will I finish my game? Will I run into project breaking road blocks? Will I have the resources? Am I crazy to think that I can actually do this? ...
All of these question weigh heavily on my mind at all times and I'm sure a lot on other individual (Yes screw the word indie) developers minds as well. The road is so long and the light at the end of the tunnel is just so far away. It can be very dis-heartening sometimes especially w
It's November 1, and this is the longest summer I can remember in a while. Jokes about the seasons aside, last week I had trouble deciding what to do first, so I decided to attack the remaining tasks I was most scared of. This has been my strategy throughout the entire process, and it results in my work becoming progressively easier as we near the finish line.
I finished one big task today that was holding us back. We need a file system watcher for Mac computers to detect changes to the f
Today I learned a pretty basic but very usefull programming principle. It is about declaring multiple initialisers in a for loop. I am working with a mobile application and speed and memory are more of an issue than on computer right now. My application is finished when you look at its functionality and construction, but it has to be optimized.
Here is a narrowed down example of what I am doing:
for(int i = 0; i < veryLongArray.length(); i++)
{
DoSomething(i);
}
This is very b
Much like many jobs, in programming there are tasks that you enjoy working on and then there are the tasks that lack joy and glory but are quite necessary. I recently began moving our project from visual studio 2008 to visual studio 2010 and well I can firmly state that this task fell into the latter category.
After receiving this job, my first step was to jump right into it and use the VS 2008 to 2010 converter wizard. Everything seemed to move smoothly but being a programming pessimist, I
So inexplicably, two days ago animation stopped working on all my Mac machines. I checked out the graphics module, looked in the surface class, the animation routine, and couldn't fine anything wrong. The same code ran fine on Windows, and all the animation is on the CPU, anyways, so it couldn't be a graphics issue.
I noticed if I explicitly set the frame number instead of using the time as the frame, it worked fine. So I start printing out the frame number in the animation routine. The
I've been doing a lot to create the final Leadwerks projects to build static libraries, and the corresponding Visual Studio, Xcode, and Eclipse projects to load those libraries and start coding with Leadwerks 3 in C++. We're also making progress with our sample game "Darkness Awaits". The community came up with an awesome logo for the game that captures the spirit and feel of the original concept, which first formed as a mod for the original Quake engine. I uploaded gamecreator's Photoshop fi
I've been following Eric's progress with this idea since last spring, and it's really great to see what started as a fuzzy concept turn into reality.
http://www.youtube.com/watch?v=pK_yjZpOs6w
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It's quite a challenge to get something semi-deployable to work on four platforms. I never intended to become an expert on the subject, but here are some of the interesting things I have picked up recently.
Code generation mode in Visual Studio
By default, Visual Studio builds programs in debug mode that won't run on consumer's machines. Fix it by changing the code generation mode:
http://www.leadwerks...grams-cant-run/
Static Libraries in Xcode
Xcode has no "exclude from build" opt
I've got the editor and Lua interpreter communicating on OSX, but am having trouble creating a window...some weird Objective C problem. I've got to go get my local Xcode expert.
Today I had some time and made the end of the arms and legs.Thats it for now, only some final corrections follows ( and the normal map of course ).
The next step is to rig the character and animate him
Here are some pics from the LE Editor:
Well today I saw tousands of Bodypaint 3D tutorials from Cinema4D and made the texture fpr the hands with the photos of my own.
I think it is okey for now , some parts aren't as good as they should , like the thumb, because the UV map is very bad at this area.
It costs me 3 hours of work to make that whith the bottom and top view of my own hands.The normalmap should optimize all that stuff.
Instancing is great! It improves performance drastically and it's almost like getting 100 pizza's for the same price as 1. However, there is one instance (excuse the pun) in which instancing is not ideal and that is when you want to have the same mesh to have different materials applied. Basically the problem occurs when you apply a material to one mesh in a set of instanced meshes all of those instanced meshes change material.
In my Level construction set I have multiple pre-fabricated piec
I recently made two small improvements that make the editor much more fun to work with.
A shader consists of two pages of code, for the vertex and fragment programs. I originally designed the shader editor to use tabs to divide up the two code chunks. However, this meant the shader editor could have only one shader open at a time. This made copying and pasting from one shader to another rather tedious.
To improve this, I merged the shader and script editors into a single window. Mult
I borrowed Shadmar's terrain splatting shader. This is the result after fiddling around with it for a few minutes in Leadwerks 3. (No normal mapping yet, but that's easy to add.)
Physics can be added by generating a physics shape from the terrain model. It doesn't allow heightmap editing in the editor, but I think this will serve as a good solution until our super uber mega streaming terrain system is built.
Thanks to Shadmar for the assets.
Klepto is also looking into a few OpenG
I've been working on this level editor for my game to go with the level construction set idea I chose to adopt for my level management. The below video is a Vlog showing my progress with the editor.
The idea behind the editor is to reduce the rather impossible grunt work known as filling in a database line by line with data to create a data. I make the level in the editor and all that information gets saved and it writes those lines for me.
Current Major Features Include:
- Loading Leve
Hei ya I made this new blog to entry some news for my game.So the last weeks I started to plan the whole game with a great idea ( I think ).
Some days ago I made a new character model ( just the low poly for now ) and started to unwrap the model.
Now I have the face and would like to show it to you.
Edit:
Today I made the basic clothtexture for the human.I looks a little bit dirty and I think I have to make more details because it's a little bit boring.But don't forget
I picked up an Intel SSD for fairly cheap and installed the Windows 8 Release Preview on it. With this configuration boots up in about 5 seconds. I actually spend a lot longer waiting for BIOS to finish than for Windows to start, which is fantastic.
Anyways, it makes sense to me to take screenshots for the docs from the newest version of Windows 8 since Windows is still the dominant operating system. I couldn't find a driver for my ATI 3850, so I swapped it out for a GEForce 480. Here's
I experienced some problems this week when I tried to create an executable with Visual Studio 2008 for deployment. On Windows 7 test machines I would get this error:
I finally tracked the solution down to a Visual Studio project setting. In Project Settings > Configuration Properties > C/C++ > Code Generation there is a property called "Runtime Library". By default it is set to rely on external DLLs. Change these values to non-DLL settings (like MT or MTd) and they will include