Jump to content

Blogs

Stuff you thought was going to be simple but wasn't

Swimming was one.   Setting up controllers in XPlane is another.   Yes the things you thought were going to take a few days which turned into a week and a bit (you could almost say 'two weeks'). Josh at Leadwerks gave me a leg-up on how to put an MMO style launcher together and I've almost done wrapping up all the security for the necessary database, key code generation, CVS style updates and all the stuff we need to match individual content to clients. We'll make available downloadable cont

Flexman

Flexman

Revamping A Modular Asset Idea.

To prevent non Leadwerks Engine specific/Related entries from my Blog being automatically published here via the Blog Feed, I have removed that functionality, and will simply add a new entry title and link here for all Leadwerks Engine specific/Related entries.     Leadwerks Related Blog Entry.       Revamping A Modular Assets Idea.

Marleys Ghost

Marleys Ghost

Model Editor hierarchy editing

You can drag entities around in the model editor to rearrange the hierarchy. Now I just need to add an option to collapse a hierarchy, and the basic art pipeline will be done.   I had a difficult bug that was causing model hierarchies to be duplicated. At first I thought I was saving files wrong, but it turned out my entity copy routine was duplicating the hierarchy twice! Oh well, problem solved.

Josh

Josh

Freedom of speech.

I just recently purchased Driver-San Francisco. I did like the concept of the game, but it reminded me on how I like to race around and crash into things. I think I finally decided that I would like to make a Driver/GTA type of game. The only problem that I was coming up with was that I could not afford to pay to license thirty different cars and I did not want to make a bunch of cars that nobody has seen before. So I did a little research. I did not know that recently the supreme court sided w

tournamentdan

tournamentdan

Leadwerks Articles

The articles database makes a triumphant return with a beautiful new template: http://www.leadwerks...e/page/articles   The front page shows the most recent articles. Clicking on a category on the right gives you the entire list of articles for that category: http://www.leadwerks...s/_/programming   The new template I designed will help organize and present articles better. There's some great content written by the community, but I haven't provided a very clear specification for the arti

Josh

Josh

Madness? THIS - IS - MOBILE!!!

I apologize preemptively for the title.   So I picked up a Samsung Galaxy Tab today, for testing...yeah, that's it, "testing"...   I installed the USB driver for Windows, restarted my computer, and was able to start debugging Leadwerks3D on it with no trouble at all. However, the rendering showed black objects that ought not be black.   At this point in the game, having such a basic issue is very scary to me. I tracked the problem down to the lighting uniforms being passed to the sha

Josh

Josh

Model Tools

I've never coded much polygonal modeling routines, instead focusing on constructive solid geometry. I wanted to include some tools for modifying surface normals and texture coordinates. I came up with a normal calculation routine that actually uses four different algorithms, depending on the settings specified.   One thing I learned right away is you want to do away with n*n routines. That is, NEVER do this: for (i=0; i<surface->CountVertices(); i++) { for (n=0; n<surface->

Josh

Josh

Quick 3rd Person View Character Test.

To prevent non Leadwerks Engine specific entries from my Blog being automatically published here via the Blog Feed, I have removed that functionality, and will simply add a new entry title and link here for all Leadwerks Engine specific entries.     Leadwerks Specific Blog Entry.     Quick 3rd Person View Character Test.

Marleys Ghost

Marleys Ghost

New scratch built industrial buildings

It was over a year ago we were notified that some of the models we had purchased from Dexsoft might possibly have been stolen. After a period of investigation the probability was quite high this was the case and Dexsoft contacted customers to offer new packs. However months later I was unable to get a reply about these replacements and only in November when doing a review of outstanding assets and licensing we had to either press again or do a re-build.   Dave elected to take it upon him

Flexman

Flexman

Pareto Principle Strikes Again

If you're not familiar with the Pareto Principle than you may have heard it referred to as the 80 / 20 principle.   The Pareto Principle states that roughly 80% of the effects come from 20% of the causes. This is a pattern that can be seen in many places such as income, sales, wealth, etc.   I've continually found this principle to take effect in my game development projects. Once I'm about 80% complete the effort to push forward seems to be just that much more.   Continually inspiring my

BLaBZ

BLaBZ

Just how many physics updates per second should your game have?

I'm not shy about the fact that I always thought 60 was completely ridiculous number. Building something that I hope to actually be finished one day, WITH multiplayer capabilities, I thought 50 would be a better number, as it's much more scalable (every 20 milliseconds as opposed to every 16.666667, Or 17, 17, 16, 17, 17, 16 etc depending if you use floats or ints).     But looking at commercial game developers, they think even that is too high. I've sort of got raycast projectiles working (I

Mumbles

Mumbles

I had an idea..

I was thinking yesterday while watching my first game map cycle through the days and nights..  Why can't we also cycle through the seasons..  If I have asset's that have fall, winter, and summer versions, then can we load and change those in real time?  I know this is not the first time anyone has done/though of this, but it was a pretty good thought for me.  All to often game levels (in the online versions) are just static maps with sometimes breakable objects, and yes even most have day/night

VicToMeyeZR

VicToMeyeZR

I had an idea..

I was thinking yesterday while watching my first game map cycle through the days and nights..  Why can't we also cycle through the seasons..  If I have asset's that have fall, winter, and summer versions, then can we load and change those in real time?  I know this is not the first time anyone has done/though of this, but it was a pretty good thought for me.  All to often game levels (in the online versions) are just static maps with sometimes breakable objects, and yes even most have day/night

VicToMeyeZR

VicToMeyeZR

I had an idea..

I was thinking yesterday while watching my first game map cycle through the days and nights.. Why can't we also cycle through the seasons.. If I have asset's that have fall, winter, and summer versions, then can we load and change those in real time? I know this is not the first time anyone has done/though of this, but it was a pretty good thought for me. All to often game levels (in the online versions) are just static maps with sometimes breakable objects, and yes even most have day/night

VicToMeyeZR

VicToMeyeZR

S-M-R-T

I've made more progress on the model editor. I needed it to be able to resave models after making changes. First, I started with an Entity::Save function that would save all entities in the GMF format. "But wait", I thought, "I can save all entities in the GMF format!" Then I thought, even better, I can simply write a Serialize() virtual class function in the base object and extend it for each class, so that instead of writing this: stream->WriteFloat(position.x); stream->WriteFloa

Josh

Josh

Prototype World Tour

I was able to spend a lot of time with the editor over the past couple of weeks. I was also able to get all of my art assets converted for use. Take a look below at a video tour of my prototype world.   This will (hopefully) be the world I use for my first finished game. It will be a re-imagined pacman clone, in 3D. Instead of ghosts, There will be skeletons. Instead of a pac-man, there will be a classy red-head with a sword. This game will be a sort of project milestone. I still have

Clackdor

Clackdor

No SOPA

As the founder of Leadwerks Software, software piracy is an issue that has directly affected my income. We solved the piracy problem by turning our product into a service. Only paid customers can access our community website and get full use of our product. Piracy rates dropped to virtually zero after that. I consider our piracy problem totally solved. The marketplace changed, we adapted to provide a better service, and overall both the customers and company are better off than before.   Netf

Josh

Josh

Model Editor

When you double-click a model file in the asset browser, it's opened up in the model editor window within Leadwerks3D. You can drag materials onto a model to assign them, then just save the model and close the window. You can also drag textures straight onto the model, and Leadwerks3D will do a pretty good job of guessing what material to use. If no material exists, it will create one, and take a good guess at what textures should be added to it, then apply the newly created material to the m

Josh

Josh

The horrible and disgusting "static class"

It's something I've always been opposed to - creating a class, knowing full well I'll only create one instance of that class, or none at all. I've always been an advocate of the idea "only create classes if you want to create several instances of the class". It's what always kept me away from the idea of using LEO, instead of using the plain C interface.   How many "engines" are going to be running inside my game? Just the one, so why make an engine class? Despite saying this, for years I did

Mumbles

Mumbles

Project Management

Leadwerks3D has built-in project management features that assist the user to create, share, and publish projects. When you first start editor for the first time, the New Project wizard is displayed. You can select a programming language and choose which platforms you want the project to support. It is possible to add project templates for new languages, too.   Once a project exists, you can go into the project manager and switch projects. This will cause the editor to use the project dir

Josh

Josh

Back to the Art Pipeline

It's pretty amazing how long the materials, textures, and shader system is taking, but it encompasses a lot of areas: Automatic asset reloading, autogenerated shaders, GLSL syntax highlighting, texture conversion options, and more. All this attention to detail is shaping up to create what I hope will be the best art pipeline, ever.   The Asset Browser displays all files in your project directory. You don't have to use Windows Explorer at all anymore. You can rename, move, copy, cut, paste,

Josh

Josh

×
×
  • Create New...