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KBU, FCR mode logic

First screen-shot of a quickly put together KBU (keyboard unit). This is a flat 2D image you click on, taken from the texture used in the cockpit. I wanted to see how good/bad it looked since we don't have time to develop a 3D one.       Clicking on Air Surv will abort current FCR operation and switch to an active air scan (air surv mode) The keyboard command list is looking horrible if you want full control over this. The shot cut keys work fine however. I made some tweaks to the h

Flexman

Flexman

Learning Qt

I decided to try out Qt, and was shocked how easy it was to "install" and use. I only unpacked the mingw-Qt zip to my h:/lib/qt folder and it was "installed". Then I only added the QtCore4.a and QtGui4.a to my codeblocks project's linker settings, and added the h:/lib/qt/include and h:/lib/qt/include/qtgui folder to my project's source files tab, and then I put the QtCore4.dll and QtGui4.dll in the same folder where my game.exe was.   A simple demo program like this already makes a fully fun

Canardia

Canardia

Starting my Leadwerks adventure

Decided to roll with the Egyptian theme to test stuff out. Sketchup, UU3D, sand, plants, add water and we're ready to roll !   Lets take a look..   Karnack

wayneg

wayneg

Multitouch Madness

I've implemented multitouch input on iOS, and gave Aria the information he needs to do the same for Android devices. Multitouch is an interesting input method. Each "touch" has a beginning, some movement, and an end. To handle multiple touches, they need to be persistent; you need to keep track of which touch is which. This is a little weird if you're coming from a mouse and keyboard paradigm.   On iOS, you have a pointer to a UITouch object, and on Android it's a jObject object (I think)

Josh

Josh

The art pipeline, Google SketchUp, The FBX converter

After having purchased UU3D and discovering I couldn't do submeshes I decided to do something about it. I had few choices, either write exporter ( I did write sketchup to b3d exporter a few years back ) or find one.   After a few days of research and not wanting to write my own DAE to GMF converter I found one !   Details here: http://www.leadwerks.com/werkspace/topic/3902-fbx-exporter/   -enjoy- fbx converter   viewer

wayneg

wayneg

First Blog Post

Greetings all. I'm going to use this blog to document the process as I embark on the harrowing journey of a gaming enthusiast who dabbles in indie game development. The desire to do this stems from my utter disappointment with multiplayer RPG games that are available out there. Also, it serves as a project to help me develop my C++ skills and better understand "under-the-covers" networking which is useful in my professional career as a, well, not a game developer.   I was amazed at how much

Clackdor

Clackdor

Android Progress

I got touch input and text rendering working on Android. Happily, I have not encountered any issues with different behavior on any tested OpenGLES devices, including iOS. The framerate on my HTC Evo jumps around quite a bit, which appears to be an issue with the Java garbage collector. Framerate on iOS is a solid 60 FPS, so we should be able to get this sorted out.   Here's a video: http://www.leadwerks.com/werkspace/page/videos/_/leadwerks-engine-3/android-progress-r100   I also discover

Josh

Josh

New Stuff

LEO 2.5 has been sent to Josh, there was a few commands missing, and a few bugs were fixed.   GameLib 0.1.2.0 should be ready soon, I'm still testing the new additions to the Application class. It can get quite deep to make a simple spinning cube template, if you want to make it perfect.   For example the window size needs to be read from a config file rather than from LEBuilder, so that it is not hardcoded into the game code. I ended up with the decision to make all config, gamesave, etc...

Canardia

Canardia

new gui stuff =)

Today and yesterday i wrote alot of new gui stuff:   GuiFrameView, wich is adding just a rect that shows a frame from an timage object to the vertexbuffer of the containing window, This can be a classic max2d like frame or my new IMP frame system. same as a new TextButton, wich is adding 3 rechts, to the buffer, 2 for the both "end piceces" and a stretched one, also it adds a ttexthandle to the buffer. Width can be auto assigned from the text, or manually setted (in this case the text will

AnniXa

AnniXa

Greetings

Good evening everyone. I'd like to introduce myself as the Android guy on the Leadwerks team.   We ran into a couple of little quirks starting out with the Android port of Leadwerks3D and the whole Android C++/native development thing but we'll have a great environment for everyone to push to their heart's content soon.   It's great seeing everything to start to come together and I can't wait to see what we can get these droids to do.   Thanks Josh for all the extra info and help.

Aria

Aria

Leadwerks3D on Android

After some initial difficulty, Leadwerks3D is now running on Android, with the exact same code that runs on iPhone, iPad, Windows, and Mac. A big thanks for Aria for all his help and expertise with the Android platform. This means Leadwerks3D is now running on all platforms we intend to support at launch, and it can be easily extended to support new ones.     To celebrate, here's another cartoon I drew:

Josh

Josh

iHurt

Here's the code: Print("context = "+GetObjectAddress(context)); Print("Graphicsdriver: "+GetObjectAddress(graphicsdriver)); Print("GetGraphicsdriver: "+GetObjectAddress(GetGraphicsDriver())); Print("ActiveGraphicsDriver: "+GetObjectAddress(ActiveGraphicsDriver)); Print("context->graphicsdriver: "+GetObjectAddress(context->graphicsdriver)); Print("context = "+GetObjectAddress(context)); Here's the output, running on an iPhone 4: context = 0x06921400 Graphicsdriver: 0x0694e800 GetG

Josh

Josh

Colourful Behaviour.

To prevent non Leadwerks Engine specific entries from my Blog being automatically published here via the Blog Feed, I have removed that functionality, and will simply add a new entry title and link here for all Leadwerks Engine specific entries.     Leadwerks Specific Blog Entry.     Colourful Behaviour.

Marleys Ghost

Marleys Ghost

Ann2d and AnnGui2

Actually i ported my Gui system from MiniB3d / native OpenGl to LE   preamble: since im legastenic and english not my main language, this text could be very ugly to read for you, sorry for this. I will try to improve this in Future posts, but it cost me like 8x concentration to to care about correct spelling, so then i would take 4 hours for this text intead of 10 minuts, please be sorry with me in this case!   it was easyier than i thought first, also i just rewrited some stuff that i was

AnniXa

AnniXa

Coders Gonna Code, Haters Gonna Hate

Lately I've been talking a lot about making non-programmers happy, so here's something for the coders. B)   For Leadwerks3D documentation, I considered three possibilities: -IPB-based docs -Wiki -Offline CHM files   Each has their own strengths and weaknesses, as always seems to be the case.   IPB A bit slower, harder to organize, harder to edit, looks really good and consistent with the site, search requires quite a few clicks to get where you want to go, missing table of contents is

Josh

Josh

Pathfinding

It doesn't happen to me much anymore but when I get stuck on a difficult problem, I get very restless and short-tempered. I guess that's the point where most programmers give up on a project. Since I can't physically wrestle code to the ground and give it a good beating Billy Batts style, the fight or flight response probably is not conducive to sitting in front of a piece of glass and figuring out code. On the other hand, I have a tendency to get difficult things done, no matter how hard the

Josh

Josh

A* Pathfinding MapData Generator.

To prevent non Leadwerks Engine specific entries from my Blog being automatically published here via the Blog Feed, I have removed that functionality, and will simply add a new entry title and link here for all Leadwerks Engine specific entries.     Leadwerks Specific Blog Entry.     A* Pathfinding MapData Generator.

Marleys Ghost

Marleys Ghost

Connecting Actors

To make an entity in Leadwerrks3D behave, you can drag a script from the asset browser to the actors list in the entity properties editor. Each entity can have multiple scripts attached to it. Each script can have different variables exposed, with control for the GUI they are displayed in. For example, you can specify upper and lower limits of a spinner or a list of choices for a drop down box. Each script attached to an entity, along with its set of properties, is called an "actor" because.

Josh

Josh

Entities and scripts

Below you can see the properties editor. When you select a script attached to an entity, the properties for that script appear on the right. Here we have a simple "Pulse" script that changes the color of the entity along a sine curve. This can be used for making lights that pulsate slowly, or continually turn on and off.   Here's what the script looks like. The "--in" tag at the end of the Pause and Resume functions indicate that these functions can be activated in the flowgraph editor.

Josh

Josh

AI, Waypoints, A* Pathfinding, Lua & Leadwerks.

To prevent non Leadwerks Engine specific entries from my Blog being automatically published here via the Blog Feed, I have removed that functionality, and will simply add a new entry title and link here for all Leadwerks Engine specific entries.     Leadwerks Specific Blog Entry.     AI, Waypoints, A* Pathfinding, Lua & Leadwerks.

Marleys Ghost

Marleys Ghost

Drag, drop, and roll

The various parts of the new editor are coming together. Today I got the properties list box drag and drop functionality working. I actually had to go back and rewrite some of the list control rendering code because I haven't used it in a while, but it didn't take long.   I'm trying to attack known unknowns first, so we're focusing on the flow graph, AI, and game logic, and everything required to build up to support that. I've already written a CSG editor and an engine with great graphics,

Josh

Josh

Almost Android

Leadwerks 3 is compiling for Android. There's presently a problem with the file system that is preventing any 3D rendering, but we'll get that worked out shortly. We're targeting Android 2.2.   In order to compile C++ for Android on Windows, we had to install the following: -Java SDK -Eclipse IDE -Android SDK -Android NDK -CygWin -GDB   We also learned that OpenGL ES 2.0 does not run in the Android simulator. For the time being, we have to run the engine on an actual Android device.

Josh

Josh

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