Today I tried to make a simple web page using the Domino Designer 8.5.2FP1 XPage design element on a Domino 8.5.2FP1 Linux server. Getting to know how it works is pretty easy, and I didn't need to read any documentation.
I made a Form with a Subject and Body field, and a View which shows the Subject, then I made an XPage which uses the Form as its Data Source.
Then I found some good and bad sides about XPages:
The Good
The Bad
1) It's quite easy to learn how to use XPages, as the UI makes s
Since the end of life of Notes/Domino 7 is coming in 2011-04-30 according to Ed Brill: End of Life for ND7, it's a good time to review the benefits of the two best Web Database platforms available on the market today: LAMP (=Linux Apache MySQL PHP) and Domino.
1) LAMP database design can be edited with any text editor remotely, even with vi via secure shell (SSH). Domino Designer 7 and Notes 7 work fine, but not Domino Designer 8.5 or Notes 8. Domino Designer 8.5 is written in Java and is thus
Time is proving to be a most scarce commodity at the moment. So having a few hours spare I set myself some tasks and as usual did something completely different I started work on a room and ended up on a new 90 degree section, corridor doorway section (with separate reusable door frame / doors and simple placeholder keypad switch box all to need textures), a few WIP scripts for the doors and some hashed together sound FX for them to and a short corridor "Door Plug" section to allow the standard
With the basic texture workflow pretty much sorted for the modular level design (see here), I have turned my attention to getting a scale I am happy with. When this is done then after each section is modelled and then UV mapped it should be just a simple case of converting to .gmf format (famous last words). Scaling seems to be an issue that crops up across all the engines I use. But truthfully it matters not what others scale to, but that the relative scaling used in a scene is consistent for a
Firstly, I'd like to take this opportunity to wish you all a belated happy new year. I hope you all have had a great start to it.
I have not been doing much on the coding front for the last few weeks. I decided to get some assets created and try and develop my texturing skills a little further.
I also purchased Silo 3D Pro over the Christmas period as it was on offer. I had used the demo and was impressed at how "comfortable" it was to use. I now use this package as my main modeller but
Fingers crossed the weather is not too bad tomorrow at Gilze-Rijen air force base. Our man in the Netherlands is prepared for a day of audio recording for the Apache and Chinook.
Good luck Reck. Weather is pretty lousy here, high winds, low temps and rain, sat images and forecast is so-so. Expect wet weather and don't forget the 'dead cat'
Source
Last week I compiled the engine into a DLL and a static lib. That was pretty painless, and I have the project set up so it's easy to switch back and forth. I still haven't got Code::Blocks compiling right, which I will need for the Linux build. It can't seem to find any libs, but it's not too important yet.
After altering the behavior of the MaxGUI canvas slightly, I was able to load the engine DLL in BlitzMax and display 3D rendering on a windowed application. It's very easy to do this
Hello all again,
Today I received an email from our BFG contact. The game is very possible to be released this Sunday 11/07.
We almost finished our game site and you can visit it here:
http://www.jane-croft.com
After the exclusivity ends we will share the demo to other shareware sites in order to raise our Google rank. The game will also be available to purchase directly from our store. We use for this, the FastSpring.com services. They have a very cheap commission fee
Also we
In the process of sweeping changes to how the game loads vehicles and other data. A lot of data the describes how the virtual cockpit works, where you sit, angles of views etc. was not available early on and since my long term plan is a system in which we can serve you new vehicles down the wire, even adding the Chinook was going to need a bit of fiddling around. Some data was in the object LUA, some in an external file, some embedded. It wasn't the original intention to build vehicles this way,
Hello fellow programmers, designers, and hardcore gamers. I just wanted to get on here and make a really short V-Blog about our new video game, Grim.
Grim is a Gothic first person action shooter that puts the player into the role of a man, named Russ, who possesses some of the powers from the Grim Reaper during a zombie apocalypse, controlled under a horrifying evil cult, in a wintry setting. With countless hours of enjoyment and easy to pick up controls, the main purpose of Grim was to make
Hello again! Just in time for Halloween, my blog once again rises from the dead. Although I wrapped up the Zone project back in July, I just recently finished a 13 minute HD video tour of the completed project. I may be doing a "behind the scenes" video some time later on if there's interest.
For now, welcome to The Zone:
When I saw specs for the graphics card they are using in the new iMacs, I knew it was time for Leadwerks to come to Mac. Steam for Mac also recently came out, so the time seems right for Mac gaming. Of course, some guy blew up the Roseville Galleria, so the Apple store was closed. I ordered the 27" iMac with a 3.2 ghz dual core processor and upgraded the graphics card to an ATI 5750. Here's what they sent me:
The computer case/monitor (it's all one piece) is a solid piece of aluminum that
Hello all,
For almost 1 month we made changes and add some new stuff to our game: Jane Croft. After we send to Big Fish Game a first version to review they told us we should make some changes. Here is a list of the most major issues:
We started immediately the work and after 2 more builds we finally finished. Yesterday the game went to BFG QA and I hope I will receive an answer Monday.
Right now we are making the trailer and the site for the game. As soon as will be ready I will
Completed changes to the HUD section of the config file.
<HUD col="1.0, 0.8, 0.2" glow="0" shadow="1" breakoutfpi="1" />
I'm using the TinyXML lib for config functions, it's been fast efficient and easy to use. I added a new option today that was born out of looking at videos of games projected onto huge screens giving almost 1:1 scale. Before my tripplehead PC went pop I had a problem with virtual symbology relative to HUD size. The larger the screen, the smaller the HUD relatively.
The best way to learn is to teach others. Is what a wise sig once said.
I wanted to do a tutorial on enviornments. But honestly I'm just not ready. I think only a pro is good enough to do a tut like that.
Someone like this fellow right here: http://www.polycount.com/forum/showthread.php?t=77485&page=4
And I've tried to hit the record button while modeling, UV'ing, sculpting, texturing.
And it's all just not something I'm ready for. Pressing the record button just makes me wor
I just had a 3 day course about Advanced C++ programming.
It was pretty cool, and I enjoyed every second of it.
I already knew most of the C++ language itself, but I've never taken any course about the different ways of programming, and which way suits best each solution. This was exactly what I wanted to learn, and I feel much more professional now
The course talked about the following things, and we had to write also real C++ code for most of the ways we just learned and compile and
Spent a lot of time today house cleaning. No not code, literally the house. It's amazing what teenagers can do to your treasured Monty Python DVD collection, it's not funny. Stop that, it's silly.
I over-complicated the map drawing and stripped it down. Added functionality to the TSD page for controlling the map scale. I'm happy that it will work with 3rd party maps too. Oh I just noticed in the screen shots the scale index is off by one.
The green colour is from the low elevation rang
I spent a lot of time last weekend making sure resources are correctly shared between rendering contexts. It's surprising how many commercial games make you restart the game to switch graphics resolutions, and I find it annoying. Leadwerks Engine 3 uses a small hidden window with an OpenGL context to create the OpenGL 3.3 contexts, and it just stays open so there is always a persistent context with which resources are shared. Textures, shaders, and vertex buffers can all be shared between Ope
Working on the tactical situation display elements, the vector font output was never quite as crisp as I'd hoped for but that's now fixed by keeping the 1:1 scale and changing the ortho projection matrix. Bigger works better than smaller when it comes to float accuracy with consumer level drivers that focus on games and performance I guess.
Still have the map scale to do, that's forming part of the mission terminal code. But the rest of the TSD is coming together. I need to put an upper limi
I was working in the cantina of the school the other day when I noticed a showcase by 2 (second years) game developer students. Their project for the last 6 months was to build some kind of interactive system for a rehabilitation center. I was really cool to see and to think of it that only 2 seconds students made this. Really impressive. They also made a bunch of small games but I didn't make a recording after this one.
http://www.youtube.com/watch?v=IiNCt0m-HXY
Another little progress update but first a diversion. Yesterday I took some time-off to brush up on gaming skills and really enjoyed Disney Interactive's "Split Second", one of the few car games I keep going back to since I typically find racing games tedious (lack of skill and patience on my part). However this game is almost pure adrenaline and I find my self coming back to try and shave off 2 seconds while avoiding exploding aircraft and collapsing control towers. Split Second is actually the
I was looking at the problem of glass again, reflections for cockpit instruments and improving the canopy and TADS optics. FSX manages to do so much with so little (a small 128x128 DDS) for shiny metal parts, such as chrome props it was time to look at adding cube mapping again.
I know this has been added to Leadwerks 2.40 but the corona problem doesn't seem to be fixed yet. Retro-fitting cube-maps to 2.31 is an easy task and the river mesh material was updated (we don't use the single heigh