My little precompiler is going well. It creates makefiles and can split a build up across multiple files. I am working out the interface with external libraries. Here's an example program:
Print "Hello World!"
And here's the code it outputs and compiles:
#include "Hello World.h"
using namespace codewerks;
//=============================================
// Main Loop
//=============================================
int main(int argc, char* argv[])
{
Print(std::string("Hello World!"));
At no point before have I felt so much under pressure as I do now. Hence the lack of blog updates. The new physics engine is still being problematic but these are issues relating to -ff-math and tracking down typos, the odd logic error and other errors that occur when programming.
In a flight model, such errors result in numbers quickly blowing up, which they do. So I'm currently tracking down each issue, one at a time until, eventually, it should just all click into place.
I finally con
After one more weeek of work the project is progressing nice. More and more models are placed on the combat zone and at least there are 21 vegetation layers now. Maybe all 30 will be used at the end. For such big projects its neccesary to place some props with the vegetation system too. Mostly rubble and rocks.
The project seems to push the engine really to it's limit but most things are sorted out or will be solved very soon. It's giving me headaches some time but such large scale pro
I think these have been on the SimHQ forums for a couple of days but I've been too busy to post any updates. Here AD has been adding some gardens to the Friday Mosque and adding it to the city.
To overcome scale/zbuffer issues of having a large scene, AD has buried the the tiled gardens into the terrain, just like the river sections. The gardens sit on a large slab that is quite deep, this also accommodates uneven terrain.
No paved road surface currently. While Leadwerks supports
A lil work in progress.
http://www.youtube.com/watch?v=iRZ7RNkFLIc&hd=1
The Olympian Class Battleship, the United Starship Leilani.
The little brother to the Titan Class ship, provides long range support with its primary weapon, the plasma cannon, and its secondary weapon, a hundred pod nuclear warheads. Armed with multiple AA guns and artillery batteries, this ship can carry a Gryphon Class battle dropship and three hundred Fighter Class personal fighters.
This work in prog
I have been using a concept of Game Modes to tell me in which part of the game I am. This really helps in getting code organised and planning of the game.
So I found an old project, originally done in DarkGDK and decided to convert it to Leadwerks.
During the process, I found that the graphical qualities of a Leadwerks sphere far surpass those of DarkGDK and rendering thousands of spheres was not the most effective way to do what I was doing.
So I took a quick trip into OpenGL land with Masterxilo's tutorial.
Here are the results.
http://www.youtube.com/watch?v=BzjRC5dOq50
Basically its a render of the results of several values
Over at Pure3d Visualizations we are working hard on our current project "Lashkar Gah". It will be a 4x4 km² realtime landscape viz for virtual training. Google a bit about "virtual training" to get an idea about that stuff. Basically marines are sitting in front of a computer and train combat - observed by an instructor. We did such solutions before but this time we are allowed to show the work plus even sell some of the assets after finishing the project.
We were given the Afghanistan base
While I'm spending hours pouring over interfacing the flight model, AD has been tinkering with billboards again, finding a blend of shadows. There's still more to do, I want a ground fog layer, multiple layers, realistic light scattering and a more dynamic LOD system which we can't do yet. AD is reducing the tree poly counts from 1,500 to 500 on the LOD1s. This should improve shadow performance a little.
Looking at shadows again, I came across a GameDev.net post that I might look into. It'
We're finally offering our first product in the new assets section of the site. I have wanted for a long time to have a means where assets can be produced and sold in a sustainable manner. I am very interested in working with third-party sites that produce game artwork. Orders are still processed by hand, but we're working on a system to automate things. You can be sure I won't let anything into the product listing unless it is 100% game-ready for Leadwerks Engine.
The Industrial Cargo Model Pack is now available for only $9.95. This package includes three cargo containers and two wooden spools. All assets are certified game-ready for Leadwerks Engine. This is just some of Dave Lee's work, and there's lots more coming!
Updates to the green-zones, incremental improvements to the billboards, painting 'shadow' under vegetation.
Dev-diary update at SimHQ
It's looking great considering how much detail we can't use. Currently we can't use the 2.32 engine due to lack of LOD distance control, and loading the levels with all the vegetation takes three times as long in the new version due to the extra processing required for veg culling. The detail in our production level map shows little performance difference
A lil project I've been working on.
Unfortunately, I can't post to the gallery as I seem to not have that ability.
http://www.youtube.com/watch?v=FDif_bKEbW0
Features:
Forward, rewind and pausing of time on all objects.
Gravity gun ability on all objects.
Future Plans
Ability to load a scene (through load scene) and search for all bodies on the map and attach a Time Capsule object to all of them to allow for time warping on all objects.
It’s finally that time — the Zone project is coming to an end. I have really enjoyed working on this project and sharing the progress with you all. Thanks for all of the great critiques and feedback! Today I will be posting images of the last building for the Zone, as well as images of the final level design and some wallpapers at the end of the blog post.
To start things off, here is the centerpiece of the forest. This small, dilapidated house was condemned after the Chernobyl accidental an
Triggered by the current thread “Supporting Game Development” let me comment from the perspective of a non-game developer or even player.
As noted by one of the respondents, the obvious for a game engine is to include the current market expected API. That is, some of the obvious elements, rain as mentioned, should not be excluded and should be placed on a forecast list. Understandably Leadwerks is a work in progress with a fairly attentive proprietor consequently the base can reasonably ex
Dave has been inspired to work a bit more on the more empty areas of the terrain to give them a bit more "pop". See his diary update at our forum hosted by SimHQ.
Source
I'm still hard at work on flight model code so not much to show or talk about. I'm feeling a bit sleep deprived but we're against the clock.
Dave is refreshed from his little break in the sun and has been rendering shadows for the opfor ground vehicles and CH47. I like these "showroom" pictures. Gives me a hankering to play an RTS game.
Source
A good question, one that it seems several people have now asked me. The answer is, I'm doing quite a few things, and multi-tasking them. Of course this causes a problem in that it can appear to take much longer to get any visible results down, but I remain faithful. During my last year at uni I was tasked with making a simple multiplayer game, and only in the final two months before submission could you really see any evidence of the game itself. But once the first sign of life had emerged from
If you're in the UK on August the 28th and can make it to RAF Cosford for the Astrasim Expo flight simulation show, there's a chance that one of the more haggard and tired members of the Combat-Helo development team (me) will be hanging around Komodo Simulations.
http://www.astrasimexpo.co.uk/
Some of my favourites will be there, Sky Blue Radio, Flightstore (who were always good at sorting out my Saitek woes).
So fingers crossed we get the demo completed in good time and hopefully we
Please excuse the rather horrifying pun in the title, but today’s update will highlight quite a few new assets and more level design, focusing in on the new grave sites and Zone signs specifically.
Let’s dive in!
First up, here are the new overview images. I’ve been working on the level design quite a lot, so you’ll notice lots of changes, along with a new skybox and afternoon lighting.
I’ll be showing more detailed images of some of these areas later.
The new skybox:
I can't talk about the details much as it's proprietary code. Helicopters have been (inaccurately) described as thousands of moving parts flying in lose formation. Mathematically a helicopter is thousands of interactions flying in loose formation. For Combat-Helo and future simulations we're assembling a modular version of what we call FFD (FreeFlight Dynamics), a library based on definitive engineering texts on how helicopters fly through air. Texts such as Bramwell's Helicopter Dynamics and Wa
Began preliminaries on the advanced flight model. This involved looking through the various classes and discussing best strategies to minimise future maintenance and ease integration.
Dor setup a flight-sim workstation and was researching the finer points of .GAU programming but was thwarted when her PC detected a Rookit virus infection picked up when working away over the weekend. She shouldn't have plugged into strange networks and let the client install software. Lesson learned the hard w