Okay, so last night I got a burst of inspiration after seeing a horror movie. I wanted to use that energy to create a simple horror game. Recently I played Slender and I was surprised to see how 'easy to create' it seemed. Ofcourse that is easier said than done. So lets get to work
Rebuild for Leadwerks
So how hard can it be right? Within 2 hours I had a nice little start. You jump over a fence and thats were the fun begins. I have added a temporary ending to set the mood a little.
Leve
Hi All,
Currently I am working on making my level building in my game much more diverse and easy. Formerly I was having to create custom models for each room in the game. This worked but was hardly efficient, very time consuming and did not leave much hope for the end user to create and share levels either.
So I set off to kill two birds with one stone:
Make a level building system & editor to streamline level creation in my game
Make the editor easy to use to open up the possib
I've always believed strongly that a native UI presents a cleaner, more consistent, and more beautiful interface for the user to interact with. Not only do they look better, but they present less of a learning curve because the user already knows how to interact with them. When applications move beyond competing to see who can make a better home-made button, they can focus on greater underlying functionality and stop wasting time reinventing the wheel that the operating system already provides
I thought of trying out Bryce7 for creating terrains in LE3 since we don't get the chunked-lod terrain we have in LE2 to go at first.
So here is my initial tests using a custom splat shader for RGB only. Bryce has an very advanced material generator so I think RGBA (4) or 2xRGBA (8) is within reach too (haven't tested yet)
Anyway here is my first try exported an 32k vertex mesh (fbx) from Bryce7 (it's not LE terrain, just a mesh)
Bryce7 is still free over at DAZ. (so go grab it)
using UDK terrains as inspiration i wanted to try and get the same effect within leadwerks.
UDK's terrains can look extreamly nice, but that is fine when you have support for megatextures. This mean you have terrain building software such as world machine and others that offer features for creating massive mega textures which not only means you get unlimted layers as such, you get full procedral weathering effects, errosions, rocks etc and of course a mega normal map to make the whole terra
After finished another larger rock i decided to put a few into a scene to see how they go.
In the scene are only 3 different rocks! They all rotate and scale to create a nice non repetative scene.
All very low-poly, the newer larger rock in the back are 500 tris where as the other 2 type are 200 tris each.
Also Played with this little scene a bit more..
Thanks
Andy
Just to keep adding to the collection this is another rock, that is rotated and scaled to give the effect of multiple rocks. This one is like my others only 200 tri's.
I just finished uploading the framework so that some friends can help out with the content and scene. I already have the overall theme and game put together, I just have to make them, and in this case get help with converting models, creating materials, and so forth.
The framework is going extremely well. I've been working on it more than I should be to be honest but I did spend most of the day on the important matters. Plus it's Sunday for crying out loud. Anyways, I've changed several thin
Hi, just showing this is more of what im trying to achive in regards to "usage".
This bundle is made up of the same rock, i have made 3 sizes of, each share the same mat and textures, and rotated and places correctly means you can simply make a nice bundle without to much repetition.
And the good thing about this rock is its 200 tris!!
And here is a very quick scene put together using these rocks, at 200 tris i could have 100's of them!
Thanks
Andy
As well as enironment models, they need some nice terrain to be places upon. This is another part of the pipeline that I belive can make or break a scene. Getting natural looking terrains can be difficult but there are some excellent tools out there to help us.
One I use in world machine, once you get your head around the software its really good. Most of the time I make make a hightmap else where and use world machine to refine and add weather effects.
Another one i have used alot is we
HI, instead of me filling the forum showcase with images i have decided to start a blog with my work.
My aim is to develop so "good natural" looking models for outdoor scenes using standard or low cost software. It seems that its taken me along time to get to a point where i feel im on the right lines with the high-low game asset pipeline, im to some this comes very easy but for me who doesnt have to much time to learn, try and buy the software to do it ive had some fustrating times!
But
Actors are now in place and working correctly. I actually made a small mistake yesterday and made meshes part of the actor. This incorrect because a mesh should extend an object and be it's own actor type (i.e. class EMesh : public EActor{};). This is fixed and therefore the actor creation has slightly changed, but the shortcut (EActor::Add("ActorName", "mesh.gmf")) still works as expected.
Timer
I need to start adding actors so there are multiple in-game types of entities. First, I need a
AI is something that I haven't really touched, hence the 'new frontier' title. However, overtime time learning how to program games and learning about useful techniques such as finite state machines, it did not worry me very much and I had a good idea of how I wanted it to work.
There are three major things that I wanted when conceptually designing my AI system and they were:
Diversity of AI
Data Driven AI
Modular AI
Observe the below diagram. Simple enough. It depicts a turret
As the summer heat begins to taper off, testing on the new engine has taken the driver seat. My first task when transitioning from particles to QA was something along the lines of "Make a scene with a character and an enemy, then make the character be animated and have the enemy chase the character"
One rectangle primitive, one camera, two character controllers, two models, and 5 Lua scripts later I sat in front of a completed task:
I sat at my desk, looked around, then decided to
There are several here who already know me, but for those who don't, my name is Paul Thomas. I've been programming for a long time now; I started when I was 16 (I'm now 30) with HTML, CSS, Javascript, and CGI/Perl. Hell back then there wasn't a lot of people who even used the internet at home, lol. At least in my area, I'm sure others, especially in California, were a lot further ahead at that time in terms of technology and the interest in the technology.
Through the years I've learned mult
The Leadwerks team will be hosting our next Google Hangout on Sunday, September 16, at 17:00 GMT (that's 10:00 AM in California). Aggror will talk about his experience leading the Leadwerks Community Project, and we'll provide a sneak peak at the new Leadwerks game engine.
Follow us on our Google+ page before Sunday and check back to join the Hangout. We're limited to ten participants, so first come, first serve. See you then!
A little extra information regarding the end of the Leadwerks Community Project.
Why did we stop
There are many reasons for ending the project. The most important reason is that we think the motivation and amount of time people will invest in the project will drop extremely once LE3 has been released. It was allways something that played in the back of our heads. What if we are halfway through the game development process and LE will be released. You bet your *ss that the project will be di
Hi all,
I'd like to introduce the game I've been working on since I purchased Leadwerks and am very happy with the results in the short time span. I have been working on games for as long as I can remember, however this is the title that I'm actually going to finish. This has turned out to be quite a long blog entry. I hope you enjoy....
The Title
The title of the game was always going to be a stand in name, however over time I have grown accustomed to it and it may stay.
The Co
The Sacramento Hacker Lab is a new facility of offices and shared workspace for tech startups and developers to work. They threw a party last night and Chris and I went.
I saw a 3D printer for the first time:
And I got to hold a printed replica of Admiral Ackbar's head. This lead to me randomly yelling out "IT'S A TRAP!" for the remainder of the evening:
The major players in the Sacramento game industry plotting to take over the world:
I think these 4x4's turn into robots
Since the birth of the internet, web sites have been constructed from HTML(HyperText Markup Language). Displaying web sites was a simple process that consisted of taking data and rendering static information to the users screen.
Things have become much more complicated, with animation, AJAX - a method of getting data from the server without reloading the page, and CSS (how web pages are 'styled'/themed'), yet the method in which these pages are displayed haven't changed but have been expande
I've been working with "Klepto2" to integrate the Scintilla text control into the new Leadwerks editor. Scintilla is very powerful and feature-rich, but is somewhat insane to work with. You've got to have a Scintilla expert onboard to integrate it successfully, which we fortunately do.
Previously, I was relying on calls to a Debug:Stop() function to control breakpoints. This was hard-coded into your script program, and breakpoints could not be dynamically added or removed. Since Scintill
Hi everyone,
Decided to do another blog on SCOT (Seventh Crystal of Theia) to keep you all up to date on the latest progress, get some good advices from you all, plus it keeps Roland and myself more motivated. And also, because it's great to make blogs, right?
Firstly, I'm not easily satisfied. I'm not trying to be perfect, but rather someone who's trying to get better.
So, after walking a few more times in the levels, I noticed that the look was kinda dull, and not as we wanted it to be