I hope everyone is having an awesome Christmas week. I'm taking a break from coding to show you our new office we moved into in November at the Sacramento Hacker Lab.
All decked out for Christmas:
Chris is pretending to work, but he's not fooling me:
So we changed the arrangement to make a reverse mullet. (Party in the front, business in the back):
The kitchen provides energy, both in the form of food and alcohol:
The common area:
The room-temperature beer flo
Here's my list of things left to do:
Documentation
Undo system
Get character models for Darkness Awaits
Prepare the super secret special surprise for deployment
Undo functionality is my absolute least favorite thing to program, and I also want to get some more real-world testing done before implementing it, so it comes last. This evening I will start on the docs, in earnest.
I hope everyone is having a good near-Christmas week.
I got tired of rescaling some models every time I created a new instance of them in the Leadwerks 3 editor, so I added an option to resize the model file itself to the proper dimensions. Double-click the model thumbnail in the asset browser to open it in the model editor. Then select the Tools > Resize menu item. The Resize Model dialog will appear with options to scale by a percentage, or fit to a specific size. For convenience, you can choose the units to use, including centimeters, met
We decided to make one last minute change to the material editor. The texture list is a bit easier to work with now:
Looking pretty nice on Mac, too:
We're also working on our character models for Darkness Awaits, as well as a super secret special surprise...
This is the final output of Leadwerks 3 on Windows.
When you choose "Windows" in the Publish dialog, a few options appear. Press OK and your game's installer is created.
The installer looks like this. You can replace the installer images with your own if you like:
I'm working on project creation, management, and publishing right now. This is necessary because it automates some steps that would otherwise be very time-consuming.
When you create a project, you can choose the language and the platforms you want it to run on:
You can switch between projects to reload all assets and change the working directory:
You can export a project into a zip file, give it to someone else, and they can easily import it back from the zip, and have it availa
NPCs, whether they be ally or enemy, are a very important component for many games and a large portion of a game's game play is highly dependant on the things that NPCs do, they way they behave and, if they are enemies, the way that they try to kill you. Therefore, it is vital that your NPCs, their associated behaviours and AI are done well so as to compliment game play rather than detract from it. If these factors are not 'fit for purpose' then the player will see right through the NPCs and the
Hello guys, I would like to show you a little progress in my main menu.
I added all components, like buttons,labels,panes,sliders and textsliders ( for example the resolution controller ).
I also added cameramovement with a non linear movement ( sinus ) and the display submenu for this sample here.
I hope you like it, the quality is very bad and the sound isn't at the right position :/
But....enjoy
http://www.youtube.com/watch?v=ALLm0MOijME
Apple's problems in iOS 6 aren't limited to maps. Their OpenGL drivers in iOS 6 are absolutely non-functional.
First I was experiencing a BAD_EXC_ACCESS error when rendering certain surfaces. Feedback on the Apple dev forum suggests I am not alone in this. I took a guess and switched my position vertex buffers to use vec4s instead of vec3s, and it appears to have solved that problem (even though both should be fine).
Second, all 3D objects just stopped appearing, completely. I've deb
In my previous blog I talked about the Android file system and APK package system. The end result was I copied all the project assets into the res/raw folder. However, I learned two additional things that changed my plan a little:
Android files can only be lower-case.
Any folders in the res/raw folder will not get copied...it just packs in the files in that directory, with no sub-directories!
That's a big problem if we want Leadwerks to be able to load files the same on each operati
Today I am working out the file system for Android applications. In the past we just manually copied all our assets to a "/Leadwerks" folder on the device itself. This approach is okay for testing, but it won't work for distributing apps in the Google Play store.
Android uses APK files to store all applications in. An APK file is really just a ZIP file, and all your assets go in a /res/raw directory in the ZIP package.
To access the Android file system from C++, we had to take the fol
Here's my list, as it stands today:
Lua Interpreter project for iOS and Android (iOS is done, Aria is working on Android)
Improve flowgraph visual style (will finish today, probably)
Documentation (Chris is filling out the syntax, then I will go in and write descriptions)
Brush rendering batches (to make editor rendering faster)
Brush collapse on load (in engine only)
Undo system
Since you guys are my boss, in a way, I wanted to report to you what I spent the last few days doing.
Early on in the development of Leadwerks 3, I had to figure out a way to handle the management of assets that are shared across many objects. Materials, textures, shaders, and a few other things can be used by many different objects, but they consume resources, so its important for the engine to clean them up when they are no longer needed.
I decided to implement an "Asset" and "AssetRe
I figured I would finally write up an update. The plan was to juggle between my main project, which has been in development for three years now, and this Leadwerks project I had started. The idea was simply for the fun and experimentation of game development and programming. Which is great, was going great, as Leadwerks automatically gives that overall creative freedom; designing/programming everything from the ground up if you so desire. That is after all one of the reasons we all love LE.
I am in the middle of implementing a tweener in lua. However this tweener needs millisecond accuracy and lua doesn't have the mojo cross platform to do this. So I braved a little c++, which is way out of my comfort zone.
#include <boost/chrono/chrono.hpp>
#include <boost/chrono/chrono_io.hpp>
#include <boost/chrono/process_cpu_clocks.hpp>
#include <boost/chrono/thread_clock.hpp>
#include <boost/chrono/ceil.hpp>
#include <boost/chrono/floor.hpp>
#inclu
I am going to share my tips on how to be a great programmer, or anything else for that matter.
The first thing you need to do every day is eat properly. I recommend the following:
Breakfast
2 pieces of toast (whole wheat bread, the heavier the better).
One banana or orange.
Finally, eat pure egg whites until you can't eat anything more. They have no cholesterol, no fat, they are pure protein, and they will give you tons of energy.
Lunch
Get a deli sandwich. Chicken, tur
Leadwerks 3 is a new game engine purpose-built for mobile. By building the entire platform on pure native code, Leadwerks aims to bring a new level of performance and flexibility to 3D mobile games.
After two years of development, the team is now beginning a closed beta test. Select members of the community will provide feedback and testing so that final bug fixes and refinements can be made.
You can sign up to our mailing list for up to date information as we finish up development o
::::BE WARNED THIS IS A LONG ONE::::
Path finding is a technique used in many games that allows an object to find its way around obstructions to get from one point to another. There are a lot of miss understandings regarding this technique and many treat it as a mystery that is best left for the more experienced programmers. However, the big scary word 'AI' is not nearly as scary or complex as some may think. My entire path finding system only contains 4 classes, 1 struct and about 450 lines
Hello everyone,
Why make the lives of artists/animators difficult, while it can be sooo much easier? Well, that's a question I can't answer. But...I can answer this...there IS an easy way to animate 3D characters, AND get them inside your game(s)!
A few months ago, I bought the Reallusion iCLone Animation Pipeline package, and since then, I haven't regreted it for one moment. Although, I must admit, at first I was rather skeptical and not convinced whether or not to buy the program, but I'
Up until this point everything has been one big question mark. Will I finish my game? Will I run into project breaking road blocks? Will I have the resources? Am I crazy to think that I can actually do this? ...
All of these question weigh heavily on my mind at all times and I'm sure a lot on other individual (Yes screw the word indie) developers minds as well. The road is so long and the light at the end of the tunnel is just so far away. It can be very dis-heartening sometimes especially w
It's November 1, and this is the longest summer I can remember in a while. Jokes about the seasons aside, last week I had trouble deciding what to do first, so I decided to attack the remaining tasks I was most scared of. This has been my strategy throughout the entire process, and it results in my work becoming progressively easier as we near the finish line.
I finished one big task today that was holding us back. We need a file system watcher for Mac computers to detect changes to the f
Today I learned a pretty basic but very usefull programming principle. It is about declaring multiple initialisers in a for loop. I am working with a mobile application and speed and memory are more of an issue than on computer right now. My application is finished when you look at its functionality and construction, but it has to be optimized.
Here is a narrowed down example of what I am doing:
for(int i = 0; i < veryLongArray.length(); i++)
{
DoSomething(i);
}
This is very b