This is great news. I was a bit worried about the state of OpenGL on the Mac, since they presently only support version 2.1. With OpenGL3 support, we can have a uniform graphics API on Macintosh, Linux, Windows XP, Windows Vista, and Windows 7.
http://www.theinquirer.net/inquirer/news/1585830/apple-slowly-opengl
There sure is a lot to do around here!
-Character animation example. I want to get the soldier model up and running with basic animations so everyone can use it.
-Network improvements. I want to automate entity movement and some other features.
-Scene graph improvements and vegetation collision.
-Website and forum integration.
-Revamping some of the tutorials.
Watch the character movement in this video. I want to set up something simple like that so we can run around and have fun:
Discussing scene graphs in a game development or programming forum can be difficult, because I feel many people are very short-sighted about all the exceptions and complications that can arise in a flexible environment. In fact, there are many situations that will make rendering with a scene graph much slower than without. Many programmers have a tendency to ignore anticipated problems and assume it will work itself out somehow. It's also very hard to predict how bottlenecks will form and what "
So I finally figure out how to write data to a texture (using a buffer as an intermediate step and writing a bunch of GL_POINTS to it). I decide to write a Theora video player that will play onto this texture which you can assign to a material which you can assign to a model. After a bit of searching I find etheora, a library that makes it easy to decode theora video data. Takes a little bit to get the theora libs all compiled and set the proper include and library directories. Ok, scaffoldi
Placing a rifle to sit in the hands of an NPC can be a bit of a fiddle so I thought I'd post the code.
The code relies on bones for accurate placement:-
Trigger bone
Gun Butt/Rest bone
Trigger hand
Butt hand
I place config stuff like this in an XML file for easy editting, to read the XML I use a nice library tinyXML.
Ignore the bullet code as this is a temp hack I will tidy later.
Hope this helps.
PS
Thanks to Pixel Perfect for supplying gun model etc for my testi
After "Satyar: Return to parseh" It’s almost two years we are looking for a game engine to produce our latest game. We tried many game engines such as torque, leadwerks, unity, UDK, neoaxis, ogre, and so on.
This week after more than one year of using Leadwerks, we decided to build our game using Leadwerks 2.3 . Now it’s stable enough to make a complete project. We are aware of advantages and disadvantages and going to trust it.
Josh reported Christmas eve that There was a crazy sale on Steam and if you hadn't played STALKER, you could get it for $10.. well I had replaced my damaged copy only two days before that via steam .. and had cost me a whopping £1.39 ($2.22).. well if the $10 (£6.99) was still too steep a price for you, get over to steam now as its now only £2.00 ($3.24).. http://store.steampowered.com/app/4500/
Ignore the date on this entry it was posted today (Jan 3rd 2010) but the Blog date syst
Nothing much to report at the moment, still tinkering with some ideas, but thought I would take this opportunity to wish everyone, a happy, safe and rewarding new year.
Happy New Year Everyone.
We're finishing up 2009 by resolving some longstanding design issues that haven't been particularly critical, but have weighted on my mind. Framework is not like the main engine. It's far more high-level, and is also the kind of code people want to customize. I don't like locking the user into my way of doing things. However, the interaction between Lua, C++, and Framework commands are a real issue, which we started to see immediately as Lua became available. This was resolved by compiling Frame
I was informed yesterday that the terrain hole functionality was working in Blitzmax, so I did a quick half hour test. This is a feature I find very attractive for level design. The ground cover (small bushes and ferns) is just place holder art, and all the foliage was just "slapped" in for effect. The concept is a simple, hole in the ground which gives access to (eventually) a large underground modular bunker system. A simple hole cover/access/room model was knocked up in 5 mins in 3DWS. The te
Here are some of my thoughts on how a future engine might look. I am not devoting any time to this, and it would not come to exist for several years, but it's fun to think about technology and design:
I've been fascinated with the game "Fuel". This game has an enormous playable area that is streamed from the hard drive. You can drive for hours and barely cover a fraction of the map. For some reason the game has been given bad reviews. I played Motorstorm on the PS3, and I think Fuel is a lot
Josh talked about the new engine integrated Framework:
http://leadwerks.com/werkspace/index.php?/blog/1/entry-57-merry-christmas/
The engine integrated framework is the only way at the moment to have LUA and C++ code use the same framework instance.
This brings some great benefits over the old way how framework works:
1) You can have LUA scripts which access framework commands, and they work also in your C++ program. Earlier the LUA scripts could not access the framework commands of your
There's a crazy sale on Steam right now. If you haven't played STALKER yet, you can get it for $10:
http://store.steampo...check/app/4500/
In other news...
Framework is being compiled into the engine DLL and being made an official part of the engine API. It will remain a separate piece of code for BlitzMax programmers they can just import. A mechanism will be added to add your own custom post-processing effects, though this will not be available immediately. It will be something like th
It's the holiday season again. As the forest air reaches freezing temperatures, I break out the ice shaver for my windshield. It's a time for celebrating family, sharing thanks for what we have, and behavior sets. That's right, fuzzy-logic for AI in-game.
Since the world designers for the game won't have access to the direct behaviors, (nor the programming skills to code such things) I've managed to find some use for the custom Entity keys on objects in the Sandbox! Each entity will have act
Since my last update I have tried to get recast callable from within blitz to make it available for everyone. However I have failed as I have not got enough Blitz/C++/DLL skills. I'm hoping someone will offer some help.
I was unhappy how I handled dynamic movable objects as there was a chance the steering wouldn't avoid hitting them. Because of this I rewrote my interface to recast to use a tiled nav mesh, this means I could dynamically update a tile if a object moved in/out of a tile.
T
Working to improve the implementation of the code known as framework. It needs to be able to talk to Lua, with all programming languages. I can't really go on documenting the script until this is finalized, so the time to do it is now.
however it's hard to be happy, but lets forget everything for some hours and celebrate because of these two reasons:
Happy Yalda and Merry Christmas every one!
This is a good idea to keep in mind, especially with something like software development:
"Don't judge each day by the harvest you reap but by the seeds that you plant."
-Robert Louis Stevenson
Well, the single-state lua update is out and I am ready to start making tutorials again.
Someone in the forum pointed out the game Fuel to me. This is an offroad racing game with a nearly infinite world. The data is streamed off the hard drive, basically like its treating the drive as if it were extended RAM. The game got bad reviews, but I think it's great. I went driving for at least 30 minutes and covered mountains, desert, redwood forests, and ravines. I'm in love with the terrain engin
Hi there,
While spending some days in hospital without internet connection I have used the time (not much) to
revisit my existing code for my tools and I have found some things i will no get on:
First the Batch converter:
I have started to reprogram it, not everything but the whole internal structure will
change a lot. I have found a lot of design errors which are too heavy to fix and reprogramming
it with using some old components seems faster and cleaner to me. I believe that