Jump to content

Blogs

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

Hi all,   Here's the latest news on SCOT ('Seventh Crystal of Theia'), formaly known as CELL. Roland and me decided to change the name to SCOT, because it tells a bit more about the game, and also because it sounds good. Roland and myself have been doing a lot of work, and the game is really starting to get shape. We have similar ideas about the game, which is really nice, and we get along very good, so I would like to thank Roland for being such a great guy! Thanks, man. Working as a te

ChrisV

ChrisV

A tale of optimization

I'm really shocked by how fast C++ can be. iOS and Android do not support GPU skinning, so I had to implement vertex-weighted skinning on the CPU. It took about a day to get running, and then I started optimizing code.   My test case was an 8400 polygon model. Each vertex could be attached to as many as four bones, but most just used two or three bones. To make it more interesting, I put the vertex weighting code inside a loop so it would be performed ten times instead of once.   When I

Josh

Josh

Leadwerks 2.5x + Dark AI = DAILE?

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

Marleys Ghost

Marleys Ghost

Hello, Crawler

This year, Halloween makes an early arrival. Either that, or Josh is working on animation!   Obviously this is wrong, but it's only a few lines of code away from being right, and I'll figure it out.   Skinning in the new game engine is done on the CPU. You don't have to assign a special shader to make an animated model appear, but it is slower than GPU skinning. I can distribute the load across CPU cores, but no matter what we're not going to have free skinning like we do with Leadwerks E

Josh

Josh

Designing Characters & Concept Art

So You're Not Good At It...... Then Get Off Your Butt and Get Good at It!   As I started my last blog off with a lessons learned I thought I would continue the trend in all of my blogs and share a bit of what I have recently learned.   More often than not, as game devs we have our weaknesses in certain areas of game dev that just makes things that much more difficult. Some of us are great programmers but bad at art, some of us are good artists that are bad at programming and of course.... t

Road Kill Kenny

Road Kill Kenny

Mistakes of the Past & Animation Fun

The Mistakes of the Past I just wanted to start this blog with a bit of a lessons learned. I've attempted to make some games with LE that in hind-sight were way too complex.... 50x too complex for the amount of time / resources that I have available. This is a common mistake and it is so easy to make it. So I decided to deal with the problem once and for all.   After failing a few times I decided to have a long hard think. I decided, you know what, KISS dammit. Keep It Simple Stupid. Simple d

Road Kill Kenny

Road Kill Kenny

Debugging Lua Apps

Scripting support is very important in the new engine. The script implementation in the old engine was great for quickly adding animation and simple behavior to objects, but wasn't capable of supporting advanced gameplay. I've put a lot of work into our implementation of Lua script to bring it to a new level.   In the old engine, if a script error occurred the program would simply crash. The new engine supports detailed error handling and will automatically open files and show you where an

Josh

Josh

Lua Apps

Here's the layout for pure Lua applications. This will run on Android, iOS, Windows, and Mac, with no third-party compilers to mess around with. And because it's JIT compiled by the engine itself, it's fast: --This function will be called once when the program starts function App:Start()   --Set the application title self.title="Darkness Awaits"   --Create settings table and add defaults self.settings={} self.settings.vsync=true   --Load the user's settings self:LoadSettings()  

Josh

Josh

Directory Layout

We're getting to a point where we need to establish the final directory structure for the new game engine, and start using it. Here's what you see when you open "C:\Leadwerks" (or on Mac, "\Applications\Leadwerks"):   The "Editor" folder contains the editor executable and support files.   The "Engine" folder contains header files, compiles libraries, and BlitzMax include files.   The "Help" directory contains local help files.   The "Projects" directory is where your projects go, by d

Josh

Josh

A Second Date with Leadwerks Software

The Leadwerks team will be hosting our second Google Hangout on Sunday, July 22, at 17:00 GMT (that's 10:00 AM in California). We'll spend 30 minutes talking about all the cool things happening in the community, and answer your questions about our upcoming new 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

Myst like action game with realtime physics/puzzles.

Hey all,   Some of you might know that Roland and me are working on a Myst like game. And, I must say, Roland is a very nice person to work with, is a great programmer, and we also share some hobbies like guitarplaying and art. We have a good chemistry going on between the two of us, which is very important when working as/in a team. Myst, Riven, Schizm are probably one of the most popular puzzle/adventure games made. And, we plan on making something simular, but at the same time, differe

ChrisV

ChrisV

2 Leadwerks vs BlitzResearch - Unique But similar directions

I had this thought today about Leadwerks and its origination, and the company that wrote the language the original Leadwerks was developed in (BlitzMax, Blitz Research Limited) and how Leadwerks and Blitz Research limited started in similar places, took unique approaches yet have similar goals in their products, being cross platform compatibility.   Blitz Research Ltd developed Blitz3D, which was one of the first languages/libraries to have a well working standardized set of 3D commands. Later

BLaBZ

BLaBZ

Hit The Niche Leadwerks - What I'd like to see in a 3D Game Engine

As a game developer and programmer one of the most frustrating things can be choosing a game engine or graphics library.   It seems this day and age there's a library of options but non of them seem to fit the bill. What am I looking for when I assess a graphics library/game engine?   Compatibility - I want my product to be as usable as possible and reach as large of an audience as possible. I want to see my game on PC, PS3, XBOX, PSVita, Android and iOS.   Flexibility - If you're lucky en

BLaBZ

BLaBZ

More Physics Phun

Physics works great with scaled entities:   For joints in the new engine, I am considering something fairly radical. In Leadwerks Engine 2, joints were just a class that wasn't an extension of the entity class. I was going to make a new Joint class that extends the Entity class. The problem is you would end up inserting a ton of intermediary joint entities into your model hierarchy, which would hurt the editor's ability to reload models on the fly.   What if joints were just a feature

Josh

Josh

Amazing Tools

This is just so cool. You can generate simple primitives for any entity. A convenient "Fit Shape" button will wrap the primitive around the entity, with an option to include the entity's children. However, the real power comes when you generate physics shapes from models. You can right-click on any model and get a menu to generate a physics shape. The polygon mesh and convex hull will look familiar if you've used the PhyGen tool in Leadwerks Engine 2. There's also a new option called "Conv

Josh

Josh

ZombieTime

AI is always a fun programming topic, and it's even more fun when you're mixing a physics-based character controller with dynamic navmesh pathfinding.   We planned on using navmesh pathfinding from the very start of the design of the new engine. Because it was integrated from the very beginning our implementation works really nicely. Pathfinding is completely automatic and dynamic. There are no commands you need to call to make it work. When part of the scene changes, the navigation data f

Josh

Josh

Hang Out with Leadwerks

The Leadwerks team will be hosting our first Google Hangout on Sunday, July 1, at 17:00 GMT (that's 10:00 AM in California). We'll spend 30 minutes talking about all the cool things happening in the community, and answer your questions about our upcoming new 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

Tehran Game Expo 2012

FSR Company has been attended in Tehran Game Expo and Festival 2012 / June 26th – June 30th / Mosalla Imam Khomeyni – Tehran.

Soamp

Soamp

Tehran Game Expo 2012

FSR Company has been attended in Tehran Game Expo and Festival 2012 / June 26th – June 30th / Mosalla Imam Khomeyni – Tehran.

Soamp

Soamp

Tehran Game Expo 2012

FSR Company has been attended in Tehran Game Expo and Festival 2012 / June 26th – June 30th / Mosalla Imam Khomeyni – Tehran.   Source

Soamp

Soamp

Fast And Furious 6 Games

Fast & Furious 6 is a racing game based around the action movie of the Fast & Furious 6. The gameplay is somewhat differs from previous Fast and Furious games but it's still fun to play, especially if you like the movie.   Step into the world of Fast & Furious 6 and Join the Fast & Furious crew as they prepare to take on a series of jobs in an all new heist mode. Earn cash and the respect of the “Fastest” drivers as you drift and drag through the London street racing scene and

severjack

severjack

Star Wars Battlefront Game

Star Wars Battlefront is an upcoming new action game based on the Star Wars franchise. The third major release in the Star Wars is Battlefront series. It is developed by EA DICE and will be published by Electronic Arts. It is scheduled for release in North America on 17 November, 2015 and in the United Kingdom on 20 November, 2015 for PlayStation 4, Xbox One and Microsoft Windows. There are many online games available like online blackjack, online racing etc. Battlefront will be also available o

severjack

severjack

×
×
  • Create New...