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Framework, Update

I just finished uploading the framework so that some friends can help out with the content and scene. I already have the overall theme and game put together, I just have to make them, and in this case get help with converting models, creating materials, and so forth.   The framework is going extremely well. I've been working on it more than I should be to be honest but I did spend most of the day on the important matters. Plus it's Sunday for crying out loud. Anyways, I've changed several thin

Paul Thomas

Paul Thomas

More Rocks (or Rock..) 200 tris!

Hi, just showing this is more of what im trying to achive in regards to "usage".   This bundle is made up of the same rock, i have made 3 sizes of, each share the same mat and textures, and rotated and places correctly means you can simply make a nice bundle without to much repetition.   And the good thing about this rock is its 200 tris!!       And here is a very quick scene put together using these rocks, at 200 tris i could have 100's of them! Thanks Andy

Andy Gilbert

Andy Gilbert

Natural Looking Terrains

As well as enironment models, they need some nice terrain to be places upon. This is another part of the pipeline that I belive can make or break a scene. Getting natural looking terrains can be difficult but there are some excellent tools out there to help us.   One I use in world machine, once you get your head around the software its really good. Most of the time I make make a hightmap else where and use world machine to refine and add weather effects.   Another one i have used alot is we

Andy Gilbert

Andy Gilbert

Rocks, Stone and Walls

HI, instead of me filling the forum showcase with images i have decided to start a blog with my work.   My aim is to develop so "good natural" looking models for outdoor scenes using standard or low cost software. It seems that its taken me along time to get to a point where i feel im on the right lines with the high-low game asset pipeline, im to some this comes very easy but for me who doesnt have to much time to learn, try and buy the software to do it ive had some fustrating times!   But

Andy Gilbert

Andy Gilbert

Timers, Cameras

Actors are now in place and working correctly. I actually made a small mistake yesterday and made meshes part of the actor. This incorrect because a mesh should extend an object and be it's own actor type (i.e. class EMesh : public EActor{};). This is fixed and therefore the actor creation has slightly changed, but the shortcut (EActor::Add("ActorName", "mesh.gmf")) still works as expected.   Timer I need to start adding actors so there are multiple in-game types of entities. First, I need a

Paul Thomas

Paul Thomas

AI: A New Frontier

AI is something that I haven't really touched, hence the 'new frontier' title. However, overtime time learning how to program games and learning about useful techniques such as finite state machines, it did not worry me very much and I had a good idea of how I wanted it to work.   There are three major things that I wanted when conceptually designing my AI system and they were: Diversity of AI Data Driven AI Modular AI Observe the below diagram. Simple enough. It depicts a turret

Road Kill Kenny

Road Kill Kenny

The Deer and Teapot

As the summer heat begins to taper off, testing on the new engine has taken the driver seat. My first task when transitioning from particles to QA was something along the lines of "Make a scene with a character and an enemy, then make the character be animated and have the enemy chase the character"   One rectangle primitive, one camera, two character controllers, two models, and 5 Lua scripts later I sat in front of a completed task:     I sat at my desk, looked around, then decided to

Chris Vossen

Chris Vossen

And, Hello

There are several here who already know me, but for those who don't, my name is Paul Thomas. I've been programming for a long time now; I started when I was 16 (I'm now 30) with HTML, CSS, Javascript, and CGI/Perl. Hell back then there wasn't a lot of people who even used the internet at home, lol. At least in my area, I'm sure others, especially in California, were a lot further ahead at that time in terms of technology and the interest in the technology.   Through the years I've learned mult

Paul Thomas

Paul Thomas

Hangout with Leadwerks Software

The Leadwerks team will be hosting our next Google Hangout on Sunday, September 16, at 17:00 GMT (that's 10:00 AM in California). Aggror will talk about his experience leading the Leadwerks Community Project, and we'll provide a sneak peak at the new Leadwerks game engine.   Follow us on our Google+ page before Sunday and check back to join the Hangout. We're limited to ten participants, so first come, first serve. See you then!

Admin

Admin

The Leadwerks community project - Ending

A little extra information regarding the end of the Leadwerks Community Project.   Why did we stop There are many reasons for ending the project. The most important reason is that we think the motivation and amount of time people will invest in the project will drop extremely once LE3 has been released. It was allways something that played in the back of our heads. What if we are halfway through the game development process and LE will be released. You bet your *ss that the project will be di

AggrorJorn

AggrorJorn

Mages Alchemy

Hi all, I'd like to introduce the game I've been working on since I purchased Leadwerks and am very happy with the results in the short time span. I have been working on games for as long as I can remember, however this is the title that I'm actually going to finish. This has turned out to be quite a long blog entry. I hope you enjoy....   The Title The title of the game was always going to be a stand in name, however over time I have grown accustomed to it and it may stay.   The Co

tjheldna

tjheldna

Ain't no party like a Hacker Lab party

The Sacramento Hacker Lab is a new facility of offices and shared workspace for tech startups and developers to work. They threw a party last night and Chris and I went.   I saw a 3D printer for the first time:   And I got to hold a printed replica of Admiral Ackbar's head. This lead to me randomly yelling out "IT'S A TRAP!" for the remainder of the evening:   The major players in the Sacramento game industry plotting to take over the world:   I think these 4x4's turn into robots

Josh

Josh

An Opportunity to Revolutionize Web Presentation

Since the birth of the internet, web sites have been constructed from HTML(HyperText Markup Language). Displaying web sites was a simple process that consisted of taking data and rendering static information to the users screen.   Things have become much more complicated, with animation, AJAX - a method of getting data from the server without reloading the page, and CSS (how web pages are 'styled'/themed'), yet the method in which these pages are displayed haven't changed but have been expande

BLaBZ

BLaBZ

Final touches on the script editor

I've been working with "Klepto2" to integrate the Scintilla text control into the new Leadwerks editor. Scintilla is very powerful and feature-rich, but is somewhat insane to work with. You've got to have a Scintilla expert onboard to integrate it successfully, which we fortunately do.   Previously, I was relying on calls to a Debug:Stop() function to control breakpoints. This was hard-coded into your script program, and breakpoints could not be dynamically added or removed. Since Scintill

Josh

Josh

SCOT - Myst game with realtime physics/puzzles and action - progress.

Hi everyone,   Decided to do another blog on SCOT (Seventh Crystal of Theia) to keep you all up to date on the latest progress, get some good advices from you all, plus it keeps Roland and myself more motivated. And also, because it's great to make blogs, right? Firstly, I'm not easily satisfied. I'm not trying to be perfect, but rather someone who's trying to get better. So, after walking a few more times in the levels, I noticed that the look was kinda dull, and not as we wanted it to be

ChrisV

ChrisV

How to create a material

Step 1. Add your image files into the project directory. I just added a bunch of TGA files, and they show up in the editor right away:   Step 2. Right-click on a texture and select the "Generate Material" menu item.   Step 3. There is no step 3. Your material is ready to use. The normal map was automatically detected and added to the material.   Here it is in the material editor.

Josh

Josh

How to make a prefab

Step 1. Build the object you want to make into a prefab. Here I have staircase I want to make into a reusable object.   Step 2. Drag all the objects onto one, to make it a parent of the others. Prefabs need one top-level entity.   Step 3. Click on the top-most object in the hierarchy and select the "Save as Prefab" menu item. You'll get a file save dialog so you can choose the file to save.   Step 4. Begin using your prefab by dragging it into the scene from the asset browser

Josh

Josh

Level Management: A Bucket 'O' Walls

Setting up how a level works can sometimes be a tricky task, especially when the a games level appearance is more abstract than say a first person shooter where everything is as you would see it in real life.   My game is one example of these abstract level appearances. It Predominantly takes on a semi-top down dungeon style view where the roof of the level is missing so that the player can see inside the level.   The below video blog shows how I resolved a few issues that are inherent from

Road Kill Kenny

Road Kill Kenny

Leadwerks 2.5x + DarkBasic's Dark AI [Part 3]

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

Marleys Ghost

Marleys Ghost

My 3 Year WIP - RTS Creator

Approximately 3 years ago I quite my job out of frustration and began a project I didn't realize would consume almost 3 years of my life.   A lot has happened in the last 3 years including acquiring a new job and getting my hands on LE.   40,000 lines of code later I'm finally coming close to finishing this project.   This has been an incredible learning experience in the world of OOP and OpenGL and even helped me to land my first programming job.   From learning, to dedication and dete

BLaBZ

BLaBZ

Leadwerks 2.5x + DarkBasic's Dark AI [Part 2]

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

Marleys Ghost

Marleys Ghost

Chasing RIM light/reflections

My first blog entry yaay Testing some shaders I did for an another direct3d engine a while back.   Rim lights or reflection are kind of cool because in real life when you look at a shiny car the reflections gets more intense the lower angle of attack you look at the surface.   So this is an attamept to mimic this, but you can also use it to background light your meshes.   To control amount of rim light I use some fresnel settings like this in the shader:   float Fresnel_Start = -0.1

shadmar

shadmar

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