After 8 months since I purchased the Leadwerks Engine I'm still doubting about which direction to choose when it comes to game developing. At the moment I'm at a point where I can't choose whether I should focus more on moddeling, or if I should pay al my attention to scripting/coding. I'm doing a lot of these things at the same time without actually making some good progress. I never expected that I would learn how to programm by just messing around in the Leadwerks editor, but I have to admit
I've never considered myself a fan of writing GUI code, but now that I have a small job I need to get it done for, I'm actually having a lot of fun with it. I've been tinkering around with Lua GUI code for two days, and I came up with a really neat system after lots of trial and error.
Controls
A "control" is the name for a button, label, or other widget. A control is a Lua table.
The programmer creates the controls they want and then inputs mouse coordinates and the left mouse butt
Well nothing much to report, that does not mean nothing much has been going though
I have decided that as and when I make an emitter for a specific purpose, I will now create its own editor entity to save time by not having to create the exact same settings over and over. Also not every setting available needs to be adjusted so I will now re-write the properties to reflect what they effect and remove the ones not requiring adjusting for a particular effect and simply hard code them into th
I had a challenge last week for this game project. Allow an NPC to come up with a quick way to navigate to a particular place, even if the environment around him is dynamic. Some high-budget games use static node path meshes, which must be a final step in production for each map. I wanted a different approach that didn't require a web of objects hand placed into the world.
I decided to create my own rotational node path collection.
MS Paint FTW!
On a pivot, a box would rotate
So I have been thinking a lot about LE and how far it has come. A few months ago, I really wasn't feeling that great about LE. Things have really improved the past few months. When it was announced that 2.3 and the new editor would be paid updates, I wasn't real thrilled. My main reasoning behind it was that I felt 2.3 finally got LE to a level where I felt like it was usable in a professional project. So I felt like I had paid for a beta and was now paying for the real product as well.
I no
In Leadwerks Engine 2.3, two rendering paths are used for point lights. One uses a depth cubemap (for shader model 4 hardware). The SM3 fallback uses an unwrapped cubemap on a flat texture. On SM4 hardware, a depth cubemap was used because it allowed a point light to be rendered in one pass. However, when implementing my double-buffered technique for point lights, some problems arose. As a result, I changed the renderer to draw point lights as a series of six pyramidal volumes. This is how
I had some funny idea again, and started to make Leadwerks Navigator.
It's a simple web page which allows the user to choose different paths and areas of information about Leadwerks Engine.
The deeper he navigates and into the more advanced topics he goes, the higher level he gets.
I have no idea how useful this is, or if the Leadwerks web site will be easier to navigate,
but at least it's fun to do! :
http://www.siipi.com/leadwerks
I got my idea working with spot lights! You can simply use a shadow mode of 2 to indicate an object or light should be considered "static". A light that has the static mode set will use two shadow maps; one for static objects and one for dynamic objects. In the image below, the walls and room are static, and the oildrum has the regular dynamic shadow mode set. As you can see, redrawing the shadow only requires 650 triangles. Without this feature, the whole room and everything in it would ha
Welcome to the third installment of Kattemaksu Online.
With a successful test of the RakNet log in and MySQL verification checks, we are moving on to the client of LE. This will include the engine with the log in coding.
My preference is for LE to use the RakNet mod(for BlitzMax) for inclusion into the engine for Netwerks, but that's another story. Since we are writing the client code in C++ the RakNet libraries will work just fine.
Our SBX scene is just about complete, and we will
I got the volume intersection tests working, and it won't be hard to extend this to make trigger and fluid volumes. The image below shows a point light divided up into six volumes. Each pyramidal volume represents the camera frustum of one face of the shadow cubemap. In version 2.3 and earlier, whenever an object moves within the spherical volume of the point light, the shadow is considered invalidated, and all six faces of the shadowmap are redrawn. This is why point lights are so expensive
Finally I got the newest Quickr version to work together with the newest Domino version.Before the last version update, I was running Quickr 8.2.0.0 and Domino 8.5.1 and it crashed almost daily.Domino left a 0 byte NSD file behind each time it crashed.Now it hasn't crashed once yet.All SNAPPS apps are also installed and working fine.
Source
Add CREATENOW parameter to LEO's Framework::Framework() and Engine::Engine().
Expand hybrid fpscontroller2.lua example Also try to split it into universally reusable thingoids
[*]Make some cool dungeon with 3DWS
[*]Write a short tutorial how to create a distributable game (including built-in C++ RunTime)
Include a game launcher and updater in the tutorial
[*]Write also a mini game while doing the tutorial
[*]Try to get a ragdoll physics character controller working
[*]It could be
The latest Steam survey results reveal that 85.48% of machines surveyed can run Leadwerks Engine. 76.15% have a shader model 4 GPU.
Source:
http://store.steampowered.com/hwsurvey
Welcome to blog Number 2;
There is not a lot to discuss here, but I wanted to post an update(mostly so I can track myself. lol)
We are just about completed with the Log on server. This actually has nothing to do with LE on the server side. The SQL connection is good, and we are using an sql.lite file for the log on server info. We felt that this would secure it a little better than a standard .CFG or .TXT file for the server host.
We will be running a test tonight from a dedicated
When OnLive was first announced, I thought it couldn't ever work, because of latency issues. After my recent networking work, I think it might actually be feasible. We had fast enough response times that we could play lagless games with server-controlled physics, which is similar to the way OnLive works. A lot of our tests were performed with intercontinental connections, and of course those will have significant latency. We found that when playing within 1000 miles of the server latency wa
I finished the collision editor, and now came across a pretty significant design issue. The approach the main editor has always taken is that by the time assets get into it, they are finished and ready for usage. Now I am making it so the model editor can change the structure of a model, save it, and have the main editor reload all instances of it. However, the Lua class scripts cause some problems with this. If I load a model with it's script enabled, the script might delete limbs fromt he
The networking code is pretty much done, but I don't think it's quite ready to release. We're redesigning the site to integrate the forum and community features together with the whole site, and an official documentation section is being created. In the meantime, I am going to start the model editor. This will be an app to replace the "Model Viewer" which will allow viewing and resaving of .gmf files. It will also include some editing features so you can adjust some of your meshes that might
I invented a new programming language called Easy.It's faster than C++ (theoretically), since it inlines everything.I see no point programming in C++ without Easy anymore, since the same and better results can be achieved using this new language.It saves also a lot of time and costs when programming, and it should work also with other languages than C++, if they support variadic macros.Here's the Easy home page:
http://www.siipi.com/easyEasy is still in version 0.0.3.0 0.0.7.0, but it will grow
To get nice locomotion and not have NPC walking with feet stuck in the terrain or hovering in the air you need to place the feet to match the terrain, coping with slopes etc.
Leadwerks has forward kinematics but not inverse (which is needed to do this). Because of this I have written (with help) an IK solver.
Thanks to Tyler for supplying the code as a starting point.
Here's a video of it working: -
Here's the code (I actually ended up doing 2 solvers)
#include "IKSi
I introduced my new language earlier in Roland's Wizard thread, so I thought I could explain it a bit more.
Of course a new language is always seen a bit sceptically by people, and they wonder why is it needed, or what benefits does it bring.
At its first version, Easy is still very simple, and based on Variadic Macros (macros which can take a dynamic amount of parameters), and I hope I can keep it that way, and not need a seperate preprocessor, since it would break some features, like dire