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Admin

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Everything posted by Admin

  1. Please use the report button instead of replying to them. You look rather silly after their post is removed.
  2. Admin

    Amazing Tools

    You can get away with quite a rough approximation of physics geometry.
  3. Admin

    Amazing Tools

    That happens right now if you connect two bodies with a joint. It sounds like you are describing a mixture of forward kinematics (animation) and inverse kinematics (physics), which actually doesn't sound unrealistic. We already have code to move and rotate a physics body where we want it to be. Maybe animation can use this when the child entity has mass.
  4. Admin

    Amazing Tools

    You can still model a separate physics model and convert it into a convex hull shape, but you can just create a convex decomposition on the original visual model. A hand-made collision shape will be more accurate, but it's not always needed. We can probably also make them out of brushes and save them in the editor. There's a property in the physics settings that lets you choose a *.phy file. This overrides the auto-generated shape, if one is chosen in the drop-down box above that. If you want to reuse the model + physics, just save it as a *.pfb (prefab) file. Like 3D World Studio, these can be reused and carry more information than just a dumb model file. In fact, you'll probably be using prefabs when you build a scene more than plain models (since a prefab is a model + extra info like physics). This is better than resaving the model from the editor, because you can still update the model in Blender or whatever, and the extra info you add won't get overwritten by your modeling program. You're looking at the beginning of that. I haven't actually implemented joints yet, but I'm thinking about making them an entity. That way they can have scripts attached to them, and they can be displayed in the editor with the regular rendering routine.
  5. Admin

    Amazing Tools

    In LE2 we followed a rule that only top-level entities should be physically active. This is because when a parent moves, the child moves with it, and that would override the physics behavior. I am toying with the idea of allowing physics at any stage in the hierarchy, in which case the parent motion would get ignored by the child.
  6. Admin

    ZombieTime

    It's best to let the navmesh system handle the character movement for AI, because it will calculate avoidance with other characters. If you just plot a path and move there, it won't calculate crowd avoidance.
  7. Admin

    ZombieTime

    Yeah, that's what I was thinking.
  8. There's a way to record it to your YouTube channel, I'll try to figure it out.
  9. The Leadwerks team will be hosting our first Google Hangout on Sunday, July 1, at 17:00 GMT (that's 10:00 AM in California). We'll spend 30 minutes talking about all the cool things happening in the community, and answer your questions about our upcoming new game engine. Follow us on our Google+ page before Sunday and check back to join the Hangout. We're limited to ten participants, so first come, first serve. See you then!
  10. The release of Leadwerks3D has been postponed 15 minutes due to the amount of time it took to go through and remove all the off-topic posts in this thread.
  11. Leadwerks Software is now offering internships through the Center for Entreprenuership at Sacramento State University. Internships are available for programming, 3D art, web development, and marketing. Programming Internship Assist the development team with tools and core engine design. Work with game development team to create a sample Leadwerks3D game. Gain experience working in a professional software development environment. C++ and Lua experience are a plus but not required. 3D Art Internship Become proficient with the Leadwerks3D design tools. Provide feedback to the development team to improve the art pipeline. Assist game development team by producing 3D models, textures, animations, and game levels. Web Development Internship Work with marketing to enhance our online identity. Develop social features for our online community of game developers. Foster online community relations. Marketing Internship Author promotional materials for website, press releases, and newsletters. Interact with the development team to communicate technical information to the public. Enhance and promote our unique company brand. Spring and summer positions are available now. Interns will work 10-20 hours a week, gaining experience working on a commercial product as part of a professional software development team. Apply at www.leadwerks.com/careers.
  12. Leadwerks has been accepted into the Sacramento State University Center for Entrepreneurship. The mission of the Center for Entrepreneurship in the College of Business Administration (CBA) is to develop and nurture innovative business ideas and to capitalize potential entrepreneurial opportunities, both from CSUS and local entrepreneurship communities. The Center will provide entrepreneurs with the skills and resources needed to launch a venture and to identify and cultivate solutions to entrepreneurial problems, the network structure to bring the plan to fruition, and the technical training to grow the enterprises. This means Leadwerks now has a physical office right here in California and a vital link to the local technology and business communities as we complete the last leg of Leadwerks3D, our upcoming game development software for iPhone, iPad, Android, Windows, and Mac.
  13. Topic hijacking is a serious offense and will result in a temporary ban.
  14. Not sure how happy Apple would be about "Game Development on the iPad" but yeah, it would work.
  15. The source code license is priced for professional studios, and the Leadwerks3D source license will be more so. However, you are unlikely to need the source, since the library is very flexible. I encourage you to try the evaluation version and ask any question you may have in the forum here.
  16. Admin

    Moving Right Along...

    Not only are they terrible, they are upsampled from 16x16. So yes, they will be replaced.
  17. -Mobile game sales in 2010 increased 46% from the previous year. -Games through social websites increased 66%. -At the same time, console game sales decreased 29%. This is good for you. The days of the monolithic AAA studio making games for inferior hardware are coming to an end. They had a profitable run, but the party's over. The shift from consoles to mobile mirrors the switch from PC to consoles exactly. http://www.megagames...e-consoles-soon http://www.vgchartz....across-the-boar http://www.dailyfina...t-sure-whats-up http://venturebeat.c...orst-since-2006
  18. If you assign a material with a texture in slot 0 to a light, Leadwerks will do the same.
  19. Leadwerks Engine 2.5 has been updated with a few small fixes and added commands. -Added GetModelLODEntity(), CountModelLODEntities(). -Added vegetation index in pick structure. -Improved vegetation terrain coloring. -Fixed terrain color map. You can download the update by running the Leadwerks Engine sync tool.
  20. Leadwerks Software has released version 2.5 of their game development software Leadwerks Engine, featuring enhanced graphics and support for the Microsoft .NET application framework. Josh, CEO of Leadwerks said, “.NET support fits in with our goal of making game development simple and more approachable for programmers. We have an energetic community of coders who have been requesting .NET support for some time, and we’re happy to deliver that in Leadwerks Engine 2.5 along with enhancements to our renderer.” Leadwerks Engine lets developers write games in C++, C#, VB.NET, and Lua script. The company seeks to simplify the complicated process of game development by providing a streamlined production pipeline and an intuitive command set. “With traditional game development tools, you've got to choose between ease of use and the quality of your results,” continued Josh, “We don’t see things that way. We believe powerful tools should also be flexible and fun to use, and that’s been our driving philosophy since the first version of Leadwerks Engine was released back in 2006. We’re very excited about extending support to a new audience using the .NET framework. We also support C# programming with Mono, in preparation for our plans to bring great graphics to mobile devices.” Independent game developers are using Leadwerks Engine to deliver games with visuals that can go head-to-head with titles from major studios. Tricubic Studios is using Leadwerks to develop their helicopter flight simulator Combat-Helo. Richard Hawley, Director of Tricubic Studios, said that “Leadwerks gave us a shortcut to achieve the kind of special effects seen in major AAA titles including HDR, motion blur, infrared vision, and dozens of real-time lights for dramatic day or night scenes with no performance penalty. The vegetation system alone can compete with systems costing many times more. We needed an engine that could render hundreds of thousands of trees to convince the player they were flying a lethally efficient helicopter at low level. The performance of Leadwerks has just been amazing.” Leadwerks Engine continues to be priced affordably for independent game developers at $199.99, with a source code license available under a separately negotiated agreement. A fully provisioned 30-day trial version can be downloaded from the Leadwerks website. Founded in 2006, Leadwerks Software provides cutting-edge game development tools at an affordable price. By providing amazing technology that's easy to use, Leadwerks empowers game developers, digital artists, and architects to bring their 3D ideas to reality. With over 10,000 customers worldwide, Leadwerks has earned a loyal customer base and developed proprietary technologies that are now being leveraged to build new products and expand their market to include tablets and smart phones.
  21. Leadwerks has released a new evaluation kit for version 2.4 of their game development tool. The demo lets developers program games in C, C++, and Lua script for a trial period of 30 days.
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