Hello. This is my first blog entry. I am making it to test the blog thing out. And also because the past couple of days I had been sort of preoccupied with whether or not I should make a post about my actual Leadwerks project yet. I've been on the forums quite a while and yet I haven't posted a single project information.
Well anyways, I have come to the conclusion that it's still quite early and not time to showcase my project right now. However, I think that may change before the end of
I feel like you guys are owed an explanation of our long-term strategy, and now that I have definite plans I am happy to reveal them to you.
I've been spending a lot of time in the Silicon Valley area, and have learned a lot about business. We've been investigating external investment. I believe we could raise pretty much any amount of money we want, based on the fact we already have an existing business that is self-sustaining, and we have a great strategy. However, money does not necess
Congratulations to ArtDave (AD, geddit) for scaring the poo out of me.
He tells me he's been scripting the flare pen (Gyrojet), I'm so busy heads-down in game code I'm often grunting and throwing back idle comments and ideas to get his flare launching LUA code to work.
Then he sends me his completed files. I'm taking a late afternoon break and thought I'd drop his new files into the project to have a look. So I pull over the gyrojet flare pen into the scene editor, I had no idea my speak
Quite a scrappy day. Installed Microsoft Flight Simulator X and the SDK, there's an interface I want to try and build as a gauge in FSX. I've used the Simconnect API to interface to my own radio panel, now I need to build a gauge to talk to the Simconnect DLL.
I re-worked the avionics menu page using the new vector glyphs, adding some commands to toggle the chat console, about page for version information. The UTIL page sets the FMS channels (Flight Management System or FLCS FLight Control S
I had no idea how long it had been since my posting. I guess this is part of running a web hosting and design company, as well as having a regular full time job. My company needed me to jump in and get some things rolling. I hope to get back into my game and soon. I think I may just use BM for my first completion. I might be focused on the "next great mmorpg" and not enough on "just get one done" I have enough knowledge and assets to complete a simple project, so I need to do that. I have
I had no idea how long it had been since my posting. I guess this is part of running a web hosting and design company, as well as having a regular full time job. My company needed me to jump in and get some things rolling. I hope to get back into my game and soon. I think I may just use BM for my first completion. I might be focused on the "next great mmorpg" and not enough on "just get one done" I have enough knowledge and assets to complete a simple project, so I need to do that. I have
I had no idea how long it had been since my posting. I guess this is part of running a web hosting and design company, as well as having a regular full time job. My company needed me to jump in and get some things rolling.
I hope to get back into my game and soon. I think I may just use BM for my first completion. I might be focused on the "next great mmorpg" and not enough on "just get one done" I have enough knowledge and assets to complete a simple project, so I need to do that. I h
Dave completed more of the survival equipment, looking really good. The concept is simple, if you need to perform an emergency landing and leave your helo, the CSEL can be activated and will mark the location on everyone's tactical situation display. The signal flare may be use to mark your position visually.
More up close pictures in the SimHQ thread here.
I spun off a new shader to do the MPD video mixing. The symbology layer needed to mask the video layer using its alpha c
Video underlays are working as intended (more or less).
I split the MPD buffers into two, symbologyBuffer and compositeBuffer. The symbology buffer is texturestage2 and rendered by the shader at full brightness. If the underlay is active the TADS/PNVS buffer is copied to outputbuffer which is texturestage0 (the simple diffuse buffer). The two are mixed by the material shader which is applied to each MPD screen.
The mix works well, providing enough contrast between video and symbology eve
Today’s blog update on the Zone project will be quite lengthy, as over the last few weeks I have been finishing up the remaining assets and now I’m beginning to focus on the level design side of things. My new Intel i7 system is up and running once again (and no longer on fire), so today I have a good number of screenshots to share with you.
It’s been a while since I shared some overview images with you all, so I’ll start off with those:
In these you can see where I’ve begun
Not quite there yet.
What I'm trying to do is copy the raw TADS buffer into the diffuse COLOR0 buffer and render the symbology into the same bugger but into channel 2 (COLOR2). Texture channel 2 is used by the "fullbright" shader and mixes at full intensity. The net effect being a normal diffuse texture with full-bright symbology painted over it.
At the moment it's not working as intended. I need to go through the shader to check it's doing what I think it's supposed to do. And see if I
Hello,
i will present today, our new development video from project airport simulator.
You can see the build mode!
have fun
http://www.youtube.com/watch?v=7LZ_5jG-Tq4
Added a simple frame-skip to MPD draw method, they don't need to be updated every single frame and it squeezes out a little extra. Found a "toob" video in which you get a couple of frames of the UTIL page. Anti-ice and FMS options, presumably this is where you can toggle pitch roll and yaw augmentation. Well seems like a good place to add that and we will need to flag some FMCS values for HTR which can auto-trim. Turning that off in the UTIL page will be handy. Looks like "NOE?" at the bottom to
My chair's really bad and falling apart. Went looking online, some nice ones that might be good for my back but I saw this one,from Amazon.co.uk oh boy, to bad it doesn't come with Kevlar plates and a cup-holder.
This one is quite nice too...bloody expensive though...
Guess I'll end up with this one...
Source
Monday was one of those email days.
Future Tech
As director I'm looking beyond Combat-Helo, the future of the game and where we want to make improvements. One major improvement I'd like to see is the terrain rendering part of the engine. Make it more flexible, scalable and efficient. We've been looking at different engines and technologies, none of them are suited for flight-simulation out of the box. As much as we'd like to license those for use in a future commercial project they are e
I'm happy to announce that Combat-Helo will incorporate Frederic Naar's HTR Helicopter Total Realism technology for advanced helicopter flight dynamics. (link: Hovercontrol forum, HTR section). Developed as an external physics model that interfaces with Microsoft Flight Simulator via Pete Dawson's FSUIPC, HTR is an impressive implementation of blade theory using door-stopper text-books that designers of helicopters use as source material.
Fred invited me over for a few days for a mutual show
Hello all, I, Shard, have returned.
After completing our Applied Project at DeVry University, team Third Initiative took a much deserved vacation during which we slept in, stayed up late, did nothing productive and played WoW.
* * *
Now that our school is back in session we are moving towards our Senior Project, which will take everything that we have learned with our Applied Project and scale it up into a much bigger game. We are both very excited to be working on this and
Long time, no entry
In my first post I talked about me (Raul) about my team: RVL Games and about our first game: RVL Hacker.
From January we are working to a HOG like casual game (HOG = hidden object game). We decided to make such a game because we hope we will sell it easier. The game design is made by a friend of mine and the graphics by another guy. The game engine is made by James Poag a freelancer programmer from USA. The game has 10 levels with 2-3 hidden object scenes per level a
I recorded some clips from Dave's latest version of his scene he is working on. Somehow he managed to get more detail and faster speed. The octree optimizations in version 2.32 help a lot here. The renderer is really good at dealing with lots of small objects strewn across a scene, even if it did take some trouble before we got it working completely right. So here's a short video we'll be using to showcase the capabilities of Leadwerks Engine:
Please share this on Facebook, Twitter, YouT
By way of introduction, I acquired LE2.32 in December but because of work and an ongoing project I have spent essentially no time with the Editor and API since then, consequently this domain is still very new despite regularly visiting the forums. It get's worse; I'm actually not a game player of any kind. Sacrilege? Even so, LE is extremely enticing for basic simulations while incorporating gaming and testing elements into small applications.
This blog, will serve as spot for me to post w
Today I added a postbuffer pixel shader to do light amplification for ETADS. Based on Geeks3D lightamp shader and modified for Leadwerks Engine it actually performs amplification by sampling the source pixel and if it's below a threshold, boosts the pixel intensity. Pretty neat.
These are tests, the left half is the amplified area, right side is ambient light.
The the first greyscale image has the polarity reversed. Into the mix I added a scanline mask with animated noise. The ET
As I sat down to implement the generic event system I was reading Game Coding Complete which discusses something similar, the Actor class. I was reinventing the wheel...badly. The wheel is overrated as an invention. By far the greatest invention was the second wheel, lets face it, the unicycle isn't the most practical form of transport.
I digress. Actors. If you want to know more about them see Actor model at Wikipeadia
Then I came across this public domain implementation by Otus which
I signed up for a free year of OnLive. I received a response email within 24 hours, so I think they just are choosing applicants based on connection speed and location. I've been extremely skeptical of this service, but I can report that it works, and it doesn't suck. I can play UT3 on my netbook. There is some slight lag, but it's not bad. Fast mouse looking can amplify it, so I slowed down my mouse speed to compensate. I had no trouble getting headshots with the sniper rifle, and the gam