About: This is a short series for the Leadwerks community on the process of creating a simple game using procedural content.
This week we implement the map creation process discussed in part 02 then add the mesh generation and a controller to fly around our level. Then we'll have the first iteration of our procedurally generated map.
Part 01
Part 02
Starting with the Map class.
Map:Create Function...first iteration, no corridors.
Simple nested for-loop to generate a ro
About: This is a short series for the Leadwerks community on the process of creating a simple game using procedural content.
In part 01 we looked at one theory of generating random maps in the style of old school dungeon crawlers. This week we'll put that into practice to generate map data, room geometry and mesh colliders. The easy part was adding a flying physics based camera to act as our first-person flown "spaceship".
Again I want to flag I'm not a LUA expert, this is not a LUA t
About: This is a short series for the Leadwerks community on the process of creating a simple game using procedural content.
A short while ago I was approached to write a book on terrain generation using dedicated tools for a variety of game engines. There's a lot more to game content than just terrains. Josh's recent blogs on CSG got me thinking about one of my favourite games and had me itching to re-visit the genre.
This series is an exploration of topics I don't normally exerci
While waiting on fixes for the flight-model and control inputs, putting some game into the game we talked about ranges and how performance measuring was going to work. In addition we wanted to add a little variety which required working mob AI.
So nothing fancy but I managed to rustle up a simple finite state machine FSM to get some tanks and cars running around. Our design uses a group formation system (a group is a number of individual units that share common logic, e.g a tank platoon)
Just a short post since I'm busy being pulled in a dozen different directions; I got roped into helping someone create a short health and safety film, drafting a project proposal, raising finances and even managed to fix a long standing bug in Combat-Helo. Now the sensors, line of sight and all that guff is now WORKING again, Hooray. A quick background on that, an engine update needed to fix some occlusion issues slightly changed the Model hierarchy in a subtle way that changed how actual filen
I know it's a little late for Valentines Day. Excessive flapping, bumping and separation is discussed in this priceless US Army video from 1980. If only they had "RotorCam ™". The Apache has a fixed rotor, mast bumping isn't an issue but it's all part of helicopter theory.
I've been forced to continue hunting for other employment to deal with a mounting debt crisis. As a result work was put on hold the past two weeks (hence the lack of updates). I apologise for letting my post sli
Swimming was one.
Setting up controllers in XPlane is another.
Yes the things you thought were going to take a few days which turned into a week and a bit (you could almost say 'two weeks'). Josh at Leadwerks gave me a leg-up on how to put an MMO style launcher together and I've almost done wrapping up all the security for the necessary database, key code generation, CVS style updates and all the stuff we need to match individual content to clients. We'll make available downloadable cont
From an Australian gaming mag (and those guys are tough cookies) at the bottom of a review of Take On Helicopters...
Thanks for the mention guys the picture is a bit out of date though, but what the hell.
Source
It was over a year ago we were notified that some of the models we had purchased from Dexsoft might possibly have been stolen. After a period of investigation the probability was quite high this was the case and Dexsoft contacted customers to offer new packs. However months later I was unable to get a reply about these replacements and only in November when doing a review of outstanding assets and licensing we had to either press again or do a re-build.
Dave elected to take it upon him
I apologise for lack of updates, long time since the last one (weeks it seems although I have two unpublished ones which are no longer relevant). I've been avoiding online spaces during this time, work has been bogged down with the multitude of tasks not just relating to the Combat Helo game.
I'm working on the flight model again this week so don't expect any updates in a while. I did get started on an updated FAQ and will publish that ASAP. Lots of things happen around this time of year wit
Last week I identified one issue relating to UserEntityData introduced with the last engine update which prevents consistent update of Enity data due to some change in the hierarchy and no documentation on what was changed.
So I'm faced with having to re-factor (meaning to changing code but same behaviour) core sensor code. It's the sort of thing that is utterly frustrating and makes one want to throw everything out of the window. It's not as if there aren't enough things to do.
There's
Some pics of the day.
Battlezoneesque - eerie (debug stuff)
Shadow puppet time.
Planning terminals awaiting attention
This is how I start every day
Source
US Army released video showcasing the new Block III Apache in a virtual training environment.
The video covers in a nutshell...
Weight reduction
Improved software upgrade pipeline
Increased engine power 701-D engines and improved drive system
Better digital battlefield intergration
UAV commanding
IFR certified instruments
Reliability and servicing improvements
RFI range triangulation
Maritime classification
Awesome new logo
Further reading
While Dave is away hopefully keeping his head above water (all those Bear Grylls survival videos should come in handy) I've got not much else to do except worry and get on with my to-do list.
C-SCOPE was something I remember saying wouldn't make it but turned out to be a freebie since everything was available to simply drop it in.
[C-SCP] button on the FCR page overlays FCR target symbols on TADS video and HMD. Makes finding those hard to see vehicles a piece of cake.
C-
Dave who is the artist on Combat-Helo is currently in the process of evacuating his home in Thailand as the floods in Bangkok have made living difficult. With no fresh drinking water for days, no supplies in the shops and place of work closed, services breaking down it's time to jump ship.
Blue indicates server flooding (clearly) Red=flood defence
BBC carries the story here
Dave's last act before evacuating was uploading the latest Chinook work to our server alas there was
Yes Panic.
When you're rushing to get a reasonable build ready for hammering out problems I'm finding I'm making all new problems. Going over the HMD code I realise how badly it needs rebuilding, there are existing elements that need updating, a few new ones that require adding. There's no way to rebuild the HUD in time.
Another problem. LUA in the Apache entity. Works in the first instance, but fails in subsequent entity spawns resulting in the inability to mount the aircraft. It's an i
Not a Combat-Helo post. I'm engaged in a spot of design and research but was looking for some old material online and found I had left a digital trail pre-dating commercial internet use.
28 Years ago I drew this. I was in high school. Shocking really. I used Z80 machine code to generate the 'impressive' sound and visual effects in this game. *wince*
A lifetime of programming and tinkering, stacks of hard drives of unpublished projects ranging from Spanish school time-tab
AD has started some great work on the armaments of the CH47 that will form the first major DLC pack for the full release of Combat-Helo. Each door position will offer a fun interactive activity, usually in the form of throwing out obscene amounts of virtual lead.
For more pictures please see:
ADs SimHQ CH-47 blog update thread
Mini-gun, I don't get the mini part though.
Source
[NTS] Left Upper button. Next To Shoot is the ubiquitous video game cycle through targets. Or TAB target if you play MMOs.
I've touched upon how radar works in this blog entry from August - Radar - A Discussion
The Apache can automatically selecting priority targets based on some sort of criteria. This short blog post touches on how I've elected to do this. Again if you're familiar with the 1996 classic, Janes Longbow 2 there's nothing unfamiliar here.
The TSD (tactical situation di
Starting to feel the pressure now. Both the financial and stress factors are weighing in. Doesn't stop me working but it's hard to switch off. On the business side there's a ton of things on the to-do list, it all eats time taken from production.
Spooky, ok so the lip light isn't actually on his mic.
If it was you wouldn't see this.
Boeing sent me a poster back in 2002, this is a homage to that.
This time with the rear seat.
Taking out bad guys without damaging the good guys is a challen
Quadtree software has released the 3.1 update to Grome.
Grome is a fantastic terrain editor I've been playing with for future enhancements and rolling out a larger terrain systems in the future. If you play flying games and RPGs on consoles chances are you've probably already seen a Grome edited terrain. It's used by nearly every major player in the simulation industry. Incorporating a plug-in system, OpenSceneGraph and now new improved Unity integration.
What's new in 3.1
Remember the spinny radar thingy in Longbow 2? Scan sectors sizes and off-axis settings for the Longbow FCR (Fire Control Radar)? No?
If you look at the heading tape of the screen-shot you'll see in the heading tape the "butt-cheeks" (two Ds back to back) on a heading of 225, off axis by 45 degrees. This indicates the direction the radar is pointing, as the FCR display is 'always up' in GTM mode. This can be a little disorientating and the radar footprint is mirrored on the TSD, this paints
Dull day, so lets post about something most normal people find dull. Fuel flow controls. In the Apache D model this is administered on the FUEL MPD page.
Not much to say about it, I'm bored already. It does what it does. Our Apache has two internal ballistically shielded self-sealing fuel tanks. Fuel can be drawn or transferred from one or the other to adjust weight distribution. Activating fuel boost engages the rear tank cross-feed valves as seen here. Fuel transfer between tanks should no