FSR company will attend the Tehran Game Expo 2011 with Death Statue Game.
The first Tehran game expo & festival will be held from Apr. 28th to May 2nd 2011 in the conference hall of Milad Tower, Tehran by the Computer Game National Foundation.
more information to come …
FSR company will attend the Tehran Game Expo 2011 with Death Statue Game.
The first Tehran game expo & festival will be held from Apr. 28th to May 2nd 2011 in the conference hall of Milad Tower, Tehran by the Computer Game National Foundation.
more information to come …
FSR company will attend the Tehran Game Expo 2011 with Death Statue Game.
The first Tehran game expo & festival will be held from Apr. 28th to May 2nd 2011 in the conference hall of Milad Tower, Tehran by the Computer Game National Foundation.
more information to come …
Source
Hi guys,
finally I have some more freetime back and have restarted developing with Leadwerks more intensively in C#. Currently I'm working on multiple extensions for the .NET Wrapper of Leadwerks and I'm also finishing / continuing developing my tools. Later I hope this will all fit in one easy to use framework.
First here is a screen of new nightsky texture used in my lua daynight script (not completely correct scaled) :
the texture was made by taking screenshots from the stel
Today I wanted to start a GameLib tutorial series, and wanted to eliminate all temporary code and build the tutorial from beginning so that it will only expand and build on the previous tutorial steps.
Loading models and creating meshes programmatically is out of question, as you don't do that in real games. You would at least somehow have them loaded from a config file.
Then I thought I should put all assets into a Leadwerks Editor scene, but that won't work with real games either, as y
I'm testing Code::Blocks with LE2, instead of Visual Studio 2008/2010.
So far it seems quite nice, and very intuitive to learn and configure.
I already found some benefits of Code::Blocks over Visual Studio:
1) LE2 syntax highlighting can be configured to be different from the built-in C++ keywords. In VS they always have the same color.
2) Compiling time is much faster, because it can use MinGW.
3) Generated code is much faster, because it can use -O3 and -O6 optimizations.
4) Loading
Hi guys ,
<<RELEASED>>
5. Position on Big Fish Games under card/board games section so far
4. Position on Spin Top Games under card/board games section so far
http://www.bigfishgames.com/download-games/12236/royal-challenge-solitaire
Me again Finally release . Due to some issues with xp and some minor bugs release date was delayed a bit .Finally BFG QA team sad yes
New Release Date 23.April on Big fish Games ,4th May Real Networks & Game House ,
6th Ma
First, so you don't have to read through all my rambling, the website database is set back to November 2010, and there is no way around it.
I was working with the forum software on Sunday, 4-17, and I was just very pleased with how things were working. I saw there was an update for the bug tracker application, and the change list just mentioned some bug fixes, so I felt okay installing it. The new version removed custom issue fields, which we use extensively for listing hardware, drivers,
Actually I don't hate AppTime() I just don't like using it in some instances. Its extremely useful and from what I can tell a more accurate mechanism to use than AppSpeed().
Whilst working on Furious Frank, one thing I noticed and it always caught my eye, was what I term “Chorus Line Syndrome” where using the basic AppTime() frame incrementing code for looping animations results in a regimented animation playback for like models/characters. I have ignored this issue thus far as it was not su
Furious Frank V0.01 came about from my requirement to have a simple application in which to test code in my code archives from the last year. It What was supposed to be a simple cleaning out the harddrive exercise got a little side-tracked. This version was achieved in about 14 hours on a Monday.
MAGIA .. Monday
MAGIA .. Monday ... and a little bit
Furious Frank V0.02 is the 10 or so hours I have worked on it since. With the prospect of a whole 3 days ahead with nothing to take up my
Just a little update, I have managed only to grab a few hours here and there to spend on this since last Monday, and its now looking like it will not be until thursday when I can get into it like I did last monday. So heres a quick low quality video of how it stands at the moment.
Have a good week all.
I hope to get V0.02 uploaded by the end of the week.
Showcase Page
Source
Feeling the need to finally start sorting through my storage HDD's I came across my Blitzmax code library. I needed to test the code snippets and sort through what was worth keeping and what was broken. I found a FPS framework I had been working on but the code got broken with the release of 2.32, so before I binned it I thought I'd have yet another go at getting it at least to run. This was about 6.00 am monday morning, well I did have the whole of the day to myself, quite a rare occurrence. At
Last April, I blogged about the news that Crytek might be releasing a free version of the CryEngine, much in the same way that Epic did with UDK and the Unreal 3 engine and also Unity licensing the indie version of their engine as free. Well, it seems that this will happen with CryEngine 3.
According to Crytek co-founder Anvi Yerli, "The barriers for entry will be very low, and perhaps [it will be distributed] for free." Details and a release date for this CryEngine 3 Lite SDK have yet to be
"We're pleased to share the first ever in-game trailer for The Elder Scrolls V: Skyrim, the next installment in The Elder Scrolls series from award-winning creators of The Elder Scrolls IV: Oblivion and Fallout 3, Bethesda Game Studios. "
You might find you need to log into Youtube to view the trailer for age verification.
It seems Skyrim will be released world-wide on 11.11.11 on the Xbox 360, PlayStation 3 and PC ... so something to look forward to at the end of the year other
Today I tried to make a simple web page using the Domino Designer 8.5.2FP1 XPage design element on a Domino 8.5.2FP1 Linux server. Getting to know how it works is pretty easy, and I didn't need to read any documentation.
I made a Form with a Subject and Body field, and a View which shows the Subject, then I made an XPage which uses the Form as its Data Source.
Then I found some good and bad sides about XPages:
The Good
The Bad
1) It's quite easy to learn how to use XPages, as the UI makes s
Since the end of life of Notes/Domino 7 is coming in 2011-04-30 according to Ed Brill: End of Life for ND7, it's a good time to review the benefits of the two best Web Database platforms available on the market today: LAMP (=Linux Apache MySQL PHP) and Domino.
1) LAMP database design can be edited with any text editor remotely, even with vi via secure shell (SSH). Domino Designer 7 and Notes 7 work fine, but not Domino Designer 8.5 or Notes 8. Domino Designer 8.5 is written in Java and is thus
Time is proving to be a most scarce commodity at the moment. So having a few hours spare I set myself some tasks and as usual did something completely different I started work on a room and ended up on a new 90 degree section, corridor doorway section (with separate reusable door frame / doors and simple placeholder keypad switch box all to need textures), a few WIP scripts for the doors and some hashed together sound FX for them to and a short corridor "Door Plug" section to allow the standard
With the basic texture workflow pretty much sorted for the modular level design (see here), I have turned my attention to getting a scale I am happy with. When this is done then after each section is modelled and then UV mapped it should be just a simple case of converting to .gmf format (famous last words). Scaling seems to be an issue that crops up across all the engines I use. But truthfully it matters not what others scale to, but that the relative scaling used in a scene is consistent for a
Firstly, I'd like to take this opportunity to wish you all a belated happy new year. I hope you all have had a great start to it.
I have not been doing much on the coding front for the last few weeks. I decided to get some assets created and try and develop my texturing skills a little further.
I also purchased Silo 3D Pro over the Christmas period as it was on offer. I had used the demo and was impressed at how "comfortable" it was to use. I now use this package as my main modeller but
Fingers crossed the weather is not too bad tomorrow at Gilze-Rijen air force base. Our man in the Netherlands is prepared for a day of audio recording for the Apache and Chinook.
Good luck Reck. Weather is pretty lousy here, high winds, low temps and rain, sat images and forecast is so-so. Expect wet weather and don't forget the 'dead cat'
Source
Last week I compiled the engine into a DLL and a static lib. That was pretty painless, and I have the project set up so it's easy to switch back and forth. I still haven't got Code::Blocks compiling right, which I will need for the Linux build. It can't seem to find any libs, but it's not too important yet.
After altering the behavior of the MaxGUI canvas slightly, I was able to load the engine DLL in BlitzMax and display 3D rendering on a windowed application. It's very easy to do this