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Leadwerks 3.2 Indie : Animated Character Workflow Test
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Leadwerks 3.2 Indie : I hate waiting in for deliveries! [HD]
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Leadwerks Related Blog Entry.
Leadwerks 3.2 Indie : Proof Of Concepts & Several Tests.
I thought I'd spend a little more time on this integration, using the laptop whilst watching the Olympics. The next phase was to automate the routines for NPC update and compacting the code routines. Ultimately, the idea is that after the scene is loaded, it will be parsed and flagged Dark AI objects, NPC's, Paths and Zones will be set up automatically via information taken from the relative lua scripts. Paths and Zones will be later, collision objects are done, so I was working on how to go abo
After the first hour and a half I spent on this little exercise, I followed it up with another couple of hours. The basic integration now has an animation FSM. All still pretty crude and basic but a template to build on at some later date. The NPC's Entity script controls the models animation routines and gun attachment, the c++ application interfaces with the Dark AI library, and then uses messaging to communicate with the NPC Entity via lua script. Again this was just more experimentation and
I am currently working with EKI One, working through its format and structure, getting to grips with the lua behavioural scripting side and trying to brush up on my c++ skills, actually brushing up on my c++ skills is an overstatement as I don't actually have any to brush up! .. lol, I have also been going through my Blitzmax code and trying to compile all the game mechanic functions and methods into a single .mod, trying to keep things tidy. Whilst going through my **** drive, I mean, my well o
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Meet The Flockers.
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Revamping A Modular Assets Idea.
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Quick 3rd Person View Character Test.
I thought I would take this opportunity to wish everyone, a happy Christmas and a safe and rewarding new year.
Happy Christmas and Happy New Year Everyone. B)
My favourite festive image....
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Colourful Behaviour.
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A* Pathfinding MapData Generator.
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AI, Waypoints, A* Pathfinding, Lua & Leadwerks.
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3rd Person Movement & Animation Control Rig Test
Last September I mused about the concept of what I call Ambient NPC populations, I spent a lot of time researching (read playing) certain games that have what I call an ambient NPC population. This is specifically those NPC's that reside in the background and generally have no real or very limited interaction with the player, but may have some limited interaction with each other or the surroundings.
I felt a new approach would be needed to sort through what was and was not required to achiev
Actually I don't hate AppTime() I just don't like using it in some instances. Its extremely useful and from what I can tell a more accurate mechanism to use than AppSpeed().
Whilst working on Furious Frank, one thing I noticed and it always caught my eye, was what I term “Chorus Line Syndrome” where using the basic AppTime() frame incrementing code for looping animations results in a regimented animation playback for like models/characters. I have ignored this issue thus far as it was not su
Furious Frank V0.01 came about from my requirement to have a simple application in which to test code in my code archives from the last year. It What was supposed to be a simple cleaning out the harddrive exercise got a little side-tracked. This version was achieved in about 14 hours on a Monday.
MAGIA .. Monday
MAGIA .. Monday ... and a little bit
Furious Frank V0.02 is the 10 or so hours I have worked on it since. With the prospect of a whole 3 days ahead with nothing to take up my
Just a little update, I have managed only to grab a few hours here and there to spend on this since last Monday, and its now looking like it will not be until thursday when I can get into it like I did last monday. So heres a quick low quality video of how it stands at the moment.
Have a good week all.
I hope to get V0.02 uploaded by the end of the week.
Showcase Page
Source
Feeling the need to finally start sorting through my storage HDD's I came across my Blitzmax code library. I needed to test the code snippets and sort through what was worth keeping and what was broken. I found a FPS framework I had been working on but the code got broken with the release of 2.32, so before I binned it I thought I'd have yet another go at getting it at least to run. This was about 6.00 am monday morning, well I did have the whole of the day to myself, quite a rare occurrence. At
Last April, I blogged about the news that Crytek might be releasing a free version of the CryEngine, much in the same way that Epic did with UDK and the Unreal 3 engine and also Unity licensing the indie version of their engine as free. Well, it seems that this will happen with CryEngine 3.
According to Crytek co-founder Anvi Yerli, "The barriers for entry will be very low, and perhaps [it will be distributed] for free." Details and a release date for this CryEngine 3 Lite SDK have yet to be
"We're pleased to share the first ever in-game trailer for The Elder Scrolls V: Skyrim, the next installment in The Elder Scrolls series from award-winning creators of The Elder Scrolls IV: Oblivion and Fallout 3, Bethesda Game Studios. "
You might find you need to log into Youtube to view the trailer for age verification.
It seems Skyrim will be released world-wide on 11.11.11 on the Xbox 360, PlayStation 3 and PC ... so something to look forward to at the end of the year other
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
Working on two principles K.I.S.S. (keep it simple stupid!) and more for less.
I spent a lot of time researching (read playing) certain games that have what I call an ambient NPC population. This is specifically those NPC's that reside in the background and generally have no real or very limited interaction with the player. Two such areas of research <coff> included Assassins Creed and Fable 2. Although both of these games have a far more complex general NPC population than what I am s