Hello all, I, Shard, have returned.
After completing our Applied Project at DeVry University, team Third Initiative took a much deserved vacation during which we slept in, stayed up late, did nothing productive and played WoW.
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Now that our school is back in session we are moving towards our Senior Project, which will take everything that we have learned with our Applied Project and scale it up into a much bigger game. We are both very excited to be working on this and
Long time, no entry
In my first post I talked about me (Raul) about my team: RVL Games and about our first game: RVL Hacker.
From January we are working to a HOG like casual game (HOG = hidden object game). We decided to make such a game because we hope we will sell it easier. The game design is made by a friend of mine and the graphics by another guy. The game engine is made by James Poag a freelancer programmer from USA. The game has 10 levels with 2-3 hidden object scenes per level a
I recorded some clips from Dave's latest version of his scene he is working on. Somehow he managed to get more detail and faster speed. The octree optimizations in version 2.32 help a lot here. The renderer is really good at dealing with lots of small objects strewn across a scene, even if it did take some trouble before we got it working completely right. So here's a short video we'll be using to showcase the capabilities of Leadwerks Engine:
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By way of introduction, I acquired LE2.32 in December but because of work and an ongoing project I have spent essentially no time with the Editor and API since then, consequently this domain is still very new despite regularly visiting the forums. It get's worse; I'm actually not a game player of any kind. Sacrilege? Even so, LE is extremely enticing for basic simulations while incorporating gaming and testing elements into small applications.
This blog, will serve as spot for me to post w
Today I added a postbuffer pixel shader to do light amplification for ETADS. Based on Geeks3D lightamp shader and modified for Leadwerks Engine it actually performs amplification by sampling the source pixel and if it's below a threshold, boosts the pixel intensity. Pretty neat.
These are tests, the left half is the amplified area, right side is ambient light.
The the first greyscale image has the polarity reversed. Into the mix I added a scanline mask with animated noise. The ET
As I sat down to implement the generic event system I was reading Game Coding Complete which discusses something similar, the Actor class. I was reinventing the wheel...badly. The wheel is overrated as an invention. By far the greatest invention was the second wheel, lets face it, the unicycle isn't the most practical form of transport.
I digress. Actors. If you want to know more about them see Actor model at Wikipeadia
Then I came across this public domain implementation by Otus which
I signed up for a free year of OnLive. I received a response email within 24 hours, so I think they just are choosing applicants based on connection speed and location. I've been extremely skeptical of this service, but I can report that it works, and it doesn't suck. I can play UT3 on my netbook. There is some slight lag, but it's not bad. Fast mouse looking can amplify it, so I slowed down my mouse speed to compensate. I had no trouble getting headshots with the sniper rifle, and the gam
So I was able to get prefabs working with the component design. It's really easy too! A prefab is just an xml file that describes the different components and their attributes that make a game object.
For example, in the editor I added an empty game object to my scene, then attached a spotlight component to it. This provides spotlight functionality. It creates an LE spotlight and exposes some attributes to control the spotlight. I then right click the game object and choose Save As Prefab.
Some of you may have noticed via my status updates last week that I was in the process of my 2-year PC upgrade cycle, and that I was working on building an Intel Core i7 based system. The good news is that the upgrade went well despite having to reinstall Windows (nothing was lost), and the system was stable and powerful within 24 hours of the parts arriving. The bad news? Saturday, during a heavy CPU load, a capacitor on the motherboard exploded, sparking a small fire on the board. Yes, I’m ser
The Goal: To be able to open a world of game functionality to non programmers, and to allow programmers to create this functionality. To give drop and drag with configurable functionality without restricting possibilities in any way.
The Design: This approach uses the component design along with an attribute design. The attributes represent the data a component wants to expose. A component is a smaller behavior piece that is attached to a game object. Components expose events. Events drive e
I updated my work-map today with a more recent one and still in the process of fixing up missing objects. I think I have half of a city missing. The cockpit is now in it's own world space resting at the origin and no longer effected by floating point error, but I did leave in some rotation 'noise' to give the cockpit a vibration effect.
I pushed the tree LOD out a bit more which you might see in the following screens. If you have an uber PC you'll be able to render some really sweet scenes.
Compounds, the Herat map contains approx 500 of them. Each one consisted of a number of walls and out buildings. Turns out, these sub objects chewed through a bit of processing time. In effect there were 7500 objects getting worked through. That's a lot and it was reflected in the performance in LE 2.31 on a fully dressed map.
By collapsing the compound models into a single object for the lower LODs we saw a large increase in fps in LE 2.31. Although LE 2.32 shows not much difference (it's a
My Dennis Norden bit. Out-takes from today. Most programmers we have a few wilco tango foxtrot moments from time to time. Here's a few from today. Starting with "How not to render lights to a buffer."
The canopy glass makes for an interesting effect. Next, an interesting effect you REALLY don't want to see....ARRRRGHHHH....
This is me getting a transform wrong. You can almost see the join between the high detail cockpit and the Apache exterior model. Mind the gap? I did fix this by c
We're not trying to re-create Armed Assault, or even build some form of Helicopter MMO. Our plan is to take the old school 2D interfaces of military bases and create 3D analogues. Mission assignment and planning is done in the command tent. This is still exploritory, we have a number of office furniture elements planned, some of which we have tried in the editor to get a feel.
There's more furniture to come. A mil-spec laptop/terminal, interactive map on a board (that's a copy of your person
Seem to be having performance issues with the new nVidia drivers 257.21
I noticed the reported OpenGL version has done up from 3.2.0 to 3.3.0
Repeated launching over an hour will sap the frame rate to around 1, yes one. No apparent memory leakage. But other games are fine. Also the editor will remain unaffected unless importing the Apache model where it will sometimes exhibit a black skin.
So there's some combination of factors I need to understand, the current Apache model with it's re
Just wanted to report this to the blogosphere. I'm not a Wow player (I have an account but I don't play very often) but my wife friends across several raiding guilds play from time to time.
They've all been subjected to hacks. And I think the leak is at Blizzard.
Over the past few weeks, everbody we know, including friends of friends have had their accounts hacked. Including mine, which was inactive, but had an "authenticator" (a hardware device that generates a new 6 digit number
As of next year I will be studying Game development in Amsterdam This is going to be awesome!
At the moment I am taking an extra course math. Although it is really tough, I really enjoy it! (in contrary to most of my surrounding living organisms.)
Today we looked at a neat little program called SMAK which is a neat little program for generating normal maps for low poly models by using high poly models. It also can bake ambient occlusion shadows onto your diffuse textures.
This is also a feature of 3DMAX so Dave tried a little experiment.
Before, no baked AO
After, with baked AO
You might want to click on those images to see the full sized renders. Certainly the cockpit area could benefit, and the buildings we have with ground
Periodically I'll create a debug build to see if any OpenGL errors popup and sure enough one did. Tthe MFD buffer mip-maps are created after rendering the contents with a call to buffer.GetColorBuffer().GenMipMaps()
Not much had changed except some additional meshes, animations, all the specular maps, actually quite a lot of material changes to the interior and exterior this past week. But the debug ran fine after building and running it on the laptop. My desktop wasn't having any of it.
The 3 active IR-LED head-tracker clip was never made of study stuff, constantly falling apart as soon as you put it down on the desk. Now it's finally disintegrated, I might have to resort to super-gluing the tattered remains.
Microsoft Kinect apparently shoots out hundreds of IR beams in a grid pattern and uses that to build a set of data points from which the software can pull out a skeleton, track body motion. It's a motion capture studio in a box. Brilliant, for indie game producti
Humankind never had a chance.
They came from the skies,
like they did before,
but this time they were not our gods
- they were our fate,
or so it seemed.
We called them the Anushar, since that was the only thing we knew about them: the name of their leader.
A few of us survived, perhaps because we were weak,
and didn't appear to be a threat to them.
This is where my story begins...
Just testing the storyline for the new model I'm getting soon
I'm so excited about it and hope tha