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Preparing C++ Projects


Josh

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I've been doing a lot to create the final Leadwerks projects to build static libraries, and the corresponding Visual Studio, Xcode, and Eclipse projects to load those libraries and start coding with Leadwerks 3 in C++. We're also making progress with our sample game "Darkness Awaits". The community came up with an awesome logo for the game that captures the spirit and feel of the original concept, which first formed as a mod for the original Quake engine. I uploaded gamecreator's Photoshop file in the same thread, so if you have a hankering for some design feel free to play around with it.

 

I also have a lot of small miscellaneous tasks to finish. Today I:

  • Fixed bug on MacOS context switching.
  • Updated mobile shader loader to match new single-file shader system.
  • Fixed Mac shader error parsing on NVidia cards. Interestingly, shader output on NVidia and ATI cards on Mac mimics ATI shader output on Windows.
  • Figured out how to make Xcode debug a static library in an external executable.
  • Spent more time than I would like fixing some problems with the SVN repository.

Chris has a goblin he's replacing our enemy characters with, and hopefully we'll be able to show some gameplay soon.

 

Here's the current game running in the iOS simulator. I haven't implemented skinned animation to the mobile renderer yet, but it's pretty simple to expose now:

blogentry-1-0-73355100-1350707423_thumb.png

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I think it's a good idea to make a game with LE3 before releasing LE3, because that way you can really test that it has no bugs or lacks features which prevent making games with it.

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See now I'm going to have to replace my goblin or I'll be seen as ripping off Darkness Awaits smile.png

 

Hahahhaha

 

Nice one :)

 

 

And it's great to see ,everything goes well with LE :)

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ah nice... a simulator is the way to go... do you have one for android as well?

This is the iOS simulator. The Android emulator does not run OpenGLES 2, so it will not run Leadwerks (but it's pretty awful, anyways). I recommend developing your game with Windows or Mac, and then just publishing to mobile platforms. Unless you are doing custom shader work, there is little need for testing on multiple platforms.

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