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Job at Microsoft - All Thanks to Leadwerks and its Community
Shard commented on Shard's blog entry in Shard's Blog
Thank you. -
Job at Microsoft - All Thanks to Leadwerks and its Community
Shard commented on Shard's blog entry in Shard's Blog
Its a DeVry class, available at any of the 90 DeVry campus across America and Canada. I'm at the Washington campus. -
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Job at Microsoft - All Thanks to Leadwerks and its Community
Shard posted a blog entry in Shard's Blog
Hello everyone. I am writing this blog entry to personally thank everyone of the Leadwerks forums for helping me in all the ways that you all have. Today, I got approved for my job at Microsoft. This all started when I discovered Leadwerks on The Game Creators and was instantly amazed by it. Soon after, Brandon Hush and I got together and created Third Initiative for our university midterm project. We decided to use Leadwerks because it offered superior technology with great support and community. Then we began the six month process of coding our Applied Project game. A month and a half after we present the game to our professors, we get a message on LinkedIn asking us if we would like to work at Microsoft for Xbox Live as tech support. Turns out the recruiter for the hiring agency saw our Applied Project work and said that that work made us more qualified then the other applicant. Soon after we both get interviews and Brandon Hush gets the job. I wait patiently for my reply and soon I'm told that I was disqualified. Later that day I'm told that a new position has opened up, doing beta testing for an MS product and doing basic tools creation but working for the same manager, in the same building, at Microsoft. A few days after I have my interview and a day after, today, I get a call saying I got the job. Needless to say I was very excited. But then I remembered that I'm still a student, only half way through my degree. I send my professor an email saying that I would still like to take his classes and if we could work something out so that I could still be in his class. He replies back saying that he will do whatever is necessary to make it work. Then, he also tells me that for our class, MMO Design, we will, instead of doing that standard labs and assignments, be created and designing the MMO game for the Colligieate Cyber Defense Competition, sponsored by Homeland Security, Microsoft, Boeing and others and that we will be working with Cal Poly Pomona and other large schools across the U.S. And we get screen credits. Lots of awesome things. Of course, all of this was made possible because of Leadwerks and its community. It was you guys that answered my questions, gave me advice, project samples and other resources. I couldn't have done my Applied Project work without you and none of this would have happened if it wasn't for all of you. Thank you. As for whats in the future for me is unclear. With this job and the CCDC project, I will probably be reducing my senior project work for a long time, which means that I won't be using Leadwerks for a while (atleast in any major projects, I doubt I can resist messing around with things). I'll definitely visit the forums, although it may be a little less frequently. As a side side project, I will be doing some 3D Modeling in Maya, which I will export to Leadwerks and I will get those posted up in the gallery for you all to see. Well, thats all I have for now. Lots of exciting things. Again, thank you all for your support. - Shard -
I found the bug and fixed it. From: for(int i = 1; i < childCount; i++) To: for(int i = 1; i <= childCount; i++) Yep, since the terrain is the last object in a sbx, I always missed it because I wasn't checking the last element.
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I did take a look at it and looked just like my code. Yet my code doesn't work. Any thoughts? if( (es=="nothing") && (cl=="Terrain") ) { // printf("******** FOUND TERRAIN ********\n"); terrain = e; SetEntityKey(e,"status","handled"); }
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I did exactly that, and at the time of that thread, it worked. I did it again earlier today and it didn't work; I got a null pointer. I was thinking that something in the code had changed. My code is below. int childCount = scene.GetCountChildren(); Entity ent; string className; string objectName; string childClass; TVec3 objectPos; for(int i = 1; i < childCount; i++) { ent = scene.GetChild(i); className = ent.GetKey("classname"); objectName = ent.GetKey("name"); objectPos = ent.GetPosition(); childClass = ent.GetKey("class"); if(childClass == "Terrain") aStar.terrain = ent; if(objectName == "node_1") nodeOne = objectPos; else if(objectName == "node_2") nodeTwo = objectPos; else if(objectName == "waterplane_1") aStar.waterHeight = objectPos.Y; }
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How do I get a pointer/reference to the terrain in a scene? I need it so that I can check terrain normals when doing my AStar scan function.
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Theres an entities folder in the models folder in the LSDK folder. Copy that to your project folder.
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Too bad about XNA then. I can definitely understand trying to account for future functionality. Any comments regarding your current/future team size?
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Yet XNA Creators Club is no where near this. 0.o How about an XNA based Leadwerks engine? I would pay for that in an instant. It seems people missed the point of my initial post. Its not about Xbox portability. I'm requesting that Josh focus on functionality before expanding. That, or get a larger team to have different divisions to work on different things. Nope, but as it stands, I can't even consider it with Leadwerks because there is no support.
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Again, its irrelevant. I like Leadwerks and I'd be willing to pay for it, if and when we get a license from Microsoft. Plus you would get way more customers just because you offer it. Another thing to thing about is that UDK is soon to release its Xbox version, as well as CryEngine for indie developers, which is tri-platform. Again though, multi-platform isn't nearly as important to me as the essential features/tools that we need. If nothing else, Leadwerks is a great platform for prototyping before a port to a console engine.
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C++ for me. However, at the moment, it won't be anything more than a toy to mess around with for a couple of minutes. To be honest, I would prefer to see Leadwerks as more of a console SDK, so Xbox and PS3 support >,> Or at least integrated AI/extra C++ features and support. I would love to see the Editor on the level of the UDK editor. On my computer, UDK runs amazingly, yet Editor doesn't run at all (as in near zero framerates) Also, we still need those auto saves and undo's <--- very important to us. So overall, please fix the problems of Leadwerks before moving to another platform. And if you are to move to another platform, please consider Xbox for the others.
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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 progress is for my Senior Project for Zero Hour. This is my first model done in 3DS Max done completely by myself. Future Plans: Finishing texturing jobs Adding AA guns Adding 1.00 cal machine gun Adding docking bay for Gryphon Adding launch bay for Fighters Music: Going for a Ride - Serenity - David Newman