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Animation Prototype

Well, long time has passed since i have written a new entry.   While I'm still working on the asset manager and Texture Converter (non threading version) I have prototyped a small animation class in Blitzmax which can handle multiple animations at once for a single mesh. eg: you can walk and use your sword in the same time.   Everything is handled automatically you just give a root animation a speed factor and a blend factor. Later you can simply add an 'extra'- animation to the mesh by u

klepto2

klepto2

Moments beside Hafiz

Let not the pious judge the meek; Each for his own deeds will speak. Whether I’m good or bad, you judge yourself; You reap what you sow, find what you seek. Everyone is seeking love, sober or drunk; Everywhere a house of love, yet so unique. I submit my head on the tavern’s bricks, If you don’t understand, just take a peek. Let me keep my hope of eternal grace, Behind the veil, who is good, who the freak? Not only I fell out of virtuous path, My father too, treaded that path oblique. Hafiz, on y

omid3098

omid3098

Kattemaksu #1. The start

Kattemaksu Online (Which means Retribution)   I have no screen shots, as I am going to transfer this project from Realmcrafter Pro to LE. Those guys have not got a clue. Yeah, the tool set is nice, but if the stupid thing doesn't work, then whats the point of wasting my time. Yes the server, and client will have to be written, but I need to learn hard coding anyways, and I have a team memeber that knows C# really well. I think it can be pulled off.   With 2.3 being released with Lua impl

VicToMeyeZR

VicToMeyeZR

Input and render management done

Today i've finished the input and render management of my gui system. Focuses are working well.   Now i will get a bit deeper into other gui element like textboxes and buttons.   Here is a demonstration of how it works:  

Blitzbat

Blitzbat

Just started gui system...

After a few days of trying to integrate cegui into leadwerk I've decided to develop my own gui system in leadwerks. It will be a full skinable gui system. Today I finished the imageset loader to define imagesets. Imagesets are described in xml. Here is an example:   <?xml version="1.0" encoding="utf-8" ?> <guiconfig> <imagesets> <imageset name="window"> <image relation="topLeft" width="10" height="10"> <![CDATA[abstract::windowTopLeft.dds]]>

Blitzbat

Blitzbat

The common goal of programmers and artists

Is to make games as easily as this: http://fuse.microsoft.com/kodu/   Editor can get very close to that, by creating Thingoids and Models for it. You can make those kind of ad-hoc menus in Editor using Thingoids, and have Models have their own logic so you just place them in Editor, and they get alive.

Canardia

Canardia

Apple Adopting OpenGL3

This is great news. I was a bit worried about the state of OpenGL on the Mac, since they presently only support version 2.1. With OpenGL3 support, we can have a uniform graphics API on Macintosh, Linux, Windows XP, Windows Vista, and Windows 7. http://www.theinquirer.net/inquirer/news/1585830/apple-slowly-opengl

Josh

Josh

Next up...

There sure is a lot to do around here!   -Character animation example. I want to get the soldier model up and running with basic animations so everyone can use it. -Network improvements. I want to automate entity movement and some other features. -Scene graph improvements and vegetation collision. -Website and forum integration. -Revamping some of the tutorials.   Watch the character movement in this video. I want to set up something simple like that so we can run around and have fun:

Josh

Josh

Scenegraph Stuff

Discussing scene graphs in a game development or programming forum can be difficult, because I feel many people are very short-sighted about all the exceptions and complications that can arise in a flexible environment. In fact, there are many situations that will make rendering with a scene graph much slower than without. Many programmers have a tendency to ignore anticipated problems and assume it will work itself out somehow. It's also very hard to predict how bottlenecks will form and what "

Josh

Josh

Frustration

So I finally figure out how to write data to a texture (using a buffer as an intermediate step and writing a bunch of GL_POINTS to it). I decide to write a Theora video player that will play onto this texture which you can assign to a material which you can assign to a model. After a bit of searching I find etheora, a library that makes it easy to decode theora video data. Takes a little bit to get the theora libs all compiled and set the proper include and library directories. Ok, scaffoldi

Niosop

Niosop

Accurate placement of gun in NPCs hand

Placing a rifle to sit in the hands of an NPC can be a bit of a fiddle so I thought I'd post the code.   The code relies on bones for accurate placement:-   Trigger bone Gun Butt/Rest bone Trigger hand Butt hand   I place config stuff like this in an XML file for easy editting, to read the XML I use a nice library tinyXML.   Ignore the bullet code as this is a temp hack I will tidy later.   Hope this helps.   PS   Thanks to Pixel Perfect for supplying gun model etc for my testi

Chris Paulson

Chris Paulson

Game Engine

After "Satyar: Return to parseh" It’s almost two years we are looking for a game engine to produce our latest game. We tried many game engines such as torque, leadwerks, unity, UDK, neoaxis, ogre, and so on. This week after more than one year of using Leadwerks, we decided to build our game using Leadwerks 2.3 . Now it’s stable enough to make a complete project. We are aware of advantages and disadvantages and going to trust it.

omid3098

omid3098

S.T.A.L.K.E.R.: Shadow of Chernobyl....

Josh reported Christmas eve that There was a crazy sale on Steam and if you hadn't played STALKER, you could get it for $10.. well I had replaced my damaged copy only two days before that via steam .. and had cost me a whopping £1.39 ($2.22).. well if the $10 (£6.99) was still too steep a price for you, get over to steam now as its now only £2.00 ($3.24).. http://store.steampowered.com/app/4500/       Ignore the date on this entry it was posted today (Jan 3rd 2010) but the Blog date syst

Marleys Ghost

Marleys Ghost

Happy New Year!!

Nothing much to report at the moment, still tinkering with some ideas, but thought I would take this opportunity to wish everyone, a happy, safe and rewarding new year.   Happy New Year Everyone.

Marleys Ghost

Marleys Ghost

Framework, Lua, and the programmers who love them

We're finishing up 2009 by resolving some longstanding design issues that haven't been particularly critical, but have weighted on my mind. Framework is not like the main engine. It's far more high-level, and is also the kind of code people want to customize. I don't like locking the user into my way of doing things. However, the interaction between Lua, C++, and Framework commands are a real issue, which we started to see immediately as Lua became available. This was resolved by compiling Frame

Josh

Josh

Terrain Holes Test in Blitzmax

I was informed yesterday that the terrain hole functionality was working in Blitzmax, so I did a quick half hour test. This is a feature I find very attractive for level design. The ground cover (small bushes and ferns) is just place holder art, and all the foliage was just "slapped" in for effect. The concept is a simple, hole in the ground which gives access to (eventually) a large underground modular bunker system. A simple hole cover/access/room model was knocked up in 5 mins in 3DWS. The te

Marleys Ghost

Marleys Ghost

Future Ideas

Here are some of my thoughts on how a future engine might look. I am not devoting any time to this, and it would not come to exist for several years, but it's fun to think about technology and design:   I've been fascinated with the game "Fuel". This game has an enormous playable area that is streamed from the hard drive. You can drive for hours and barely cover a fraction of the map. For some reason the game has been given bad reviews. I played Motorstorm on the PS3, and I think Fuel is a lot

Josh

Josh

Engine Integrated Framework

Josh talked about the new engine integrated Framework: http://leadwerks.com/werkspace/index.php?/blog/1/entry-57-merry-christmas/   The engine integrated framework is the only way at the moment to have LUA and C++ code use the same framework instance. This brings some great benefits over the old way how framework works: 1) You can have LUA scripts which access framework commands, and they work also in your C++ program. Earlier the LUA scripts could not access the framework commands of your

Canardia

Canardia

Merry Christmas!

There's a crazy sale on Steam right now. If you haven't played STALKER yet, you can get it for $10: http://store.steampo...check/app/4500/   In other news...   Framework is being compiled into the engine DLL and being made an official part of the engine API. It will remain a separate piece of code for BlitzMax programmers they can just import. A mechanism will be added to add your own custom post-processing effects, though this will not be available immediately. It will be something like th

Josh

Josh

Behavior Sets

It's the holiday season again. As the forest air reaches freezing temperatures, I break out the ice shaver for my windshield. It's a time for celebrating family, sharing thanks for what we have, and behavior sets. That's right, fuzzy-logic for AI in-game.   Since the world designers for the game won't have access to the direct behaviors, (nor the programming skills to code such things) I've managed to find some use for the custom Entity keys on objects in the Sandbox! Each entity will have act

Rekindled Phoenix

Rekindled Phoenix

Further work on path finding

Since my last update I have tried to get recast callable from within blitz to make it available for everyone. However I have failed as I have not got enough Blitz/C++/DLL skills. I'm hoping someone will offer some help.   I was unhappy how I handled dynamic movable objects as there was a chance the steering wouldn't avoid hitting them. Because of this I rewrote my interface to recast to use a tiled nav mesh, this means I could dynamically update a tile if a object moved in/out of a tile.   T

Chris Paulson

Chris Paulson

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