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Foolish Games - introduction to a hobbyists blog

I have noticed the usefulness of others blogs on this site, and thought that my efforts to learn and utilize this great leadwerks engine might eventually be beneficial to others getting off the ground.   First and foremost, I am a decidedly avid fan of Blitzmax. At work, we use C# and Java which is great for professional work. I run a software company for my day job. But I am just a hobbyist at home. This means, I have no grandiose designs for the next great MMO, but rather just love playi

Foolish

Foolish

Photo Safari

Today I took a break from the current pure3d game-art job and enjoyed the weekend. But I also took my magic blue carpet and camera with me to make shots for upcoming vegetation sets. A friend at Crytek showed me this photograph technique some time ago (they do it in a more professional manner). I just take a small branch with leaves from the bush/tree place it on my blue carpet and take a picture. Cloudy days are best because you get a nice ambient color without shadows. The middle photo was ta

Michael Betke

Michael Betke

"The Zone" Blog 04: A Bridge Too Far (Or as far as you need it, actually)

Hello again, everyone! It's been a busy few weeks on the Zone project, and a lot has been accomplished. Besides the work presented here, a lot has been going on behind the scenes as well. Last week Josh wrote the GMF Processor, which collapses GMF models into an optimized mesh. This tool has helped speed up in-engine performance significantly, and you can try it out for yourself here: http://leadwerks.com/werkspace/index.php?/topic/1767-gmf-processor/   I've also been fixing mesh errors and c

DaveLee

DaveLee

CEGUI Layout Editor (Update 1)

Progress has been good over the past few days of working on the editor. I've been implementing more logic for handling the designing of GUIs as well as adding some features that are vital for efficient GUI designing. I still have a bit of work to do and code to cleanup, but things are looking very good right now.   Here are some updated development screenshots.   I added the ability to easily resize the application to commonly used screen resolutions. I took this idea from the original CELay

Drew_Benton

Drew_Benton

Third Person Cam - don't laugh

I'm in the process of adding the weapon systems; avionics and links to the stores. While that's coming along at a steady pace I often come across a bit of code and think "I could quickly do this..."   So I just quickly added the third-person cam; as we don't yet have any character models I'm having to use this laughable code generated place-holder.   Character height is 1.8m.   We're going to require a rigged humanoid with a number of animations for sitting, prone, kneeling, aiming,

Flexman

Flexman

Weapons, pylons and stores

Spent the day working on the Helicopter entity and the sub-classes that handle all the pylons and stores. It's worth spending time automating these things as much as possible now to simply things later.   I broke out UMLet, a nice fast Java based UML editor to look at my structure. What's missing is the store-jett which needs to be a function of [TStore], pass it the pylon number and it will be required to generate the physics object, parent the rail/pod/fuel cell, detach it from the pylon and

Flexman

Flexman

CEGUI Layout Editor

For my current Leadwerks project, I need to setup some GUI panels for logging into the game server. The way CEGUI is setup makes writing your own layout very hard by hand. Just take a look at this layout for example. Yea, good luck there.   I gave the Official CEGUI Layout Editor a try. I was hoping I could easily mock up some basic screens that looked nice and just be done with it. Boy was I wrong.   The biggest problem is having to work in the unified coordinate system. Now, while the UCS

Drew_Benton

Drew_Benton

A few words about me

I started this blog to share my indie experience with all Leadwerks users. Also I will post here news about our current projects.   About RVL Games My name is Raul Gogescu and I made RVL Games a year ago. Right now we are 5 guys and we all worked in gaming industry. Unfortunately our skills are not enough to create a full commercial game so we have to make contracts with other teams.   About RVL Hacker, our first game With a friend of mine, which is also our web designer, we made the graph

Raul

Raul

XML Database lookups

I needed to add some on-the-fly lookups for data stored in XML databases without having them gobbling up memory. Most games of this type had a vehicle and weapon database, usually with a rotating 3D model or picture of the object. Using the TxmlTextReader function with a cache works fine. Only need to do the lookup once when examining an object.   All weapons come with suitable entries by entering the ground crew mode from proximity to any Apache helicopter. We can re-use this for tutoria

Flexman

Flexman

Volcanic ash, no flights and weekend progress

It's been a blissfully quiet weekend.   The Combat-Helo configuration files are now in an easier to use XML format and I added a lot of extra options too. Player profile name, host IP, graphics filters etc. Fullscreen and Windowed modes having their own settings.   Also experimented with light scattering, we'll be adding per time-of-day lighting and retiring the old LB2 style skybox. That's not a priority item just something that's nice to toy as a little break.   Arming system which shoul

Flexman

Flexman

Sunrise, sunset

Day/night cycles are something I have thought about for a long time. There's several possible approaches to simulating these, but it wasn't until today that I decided which is best. Here are some options I considered:   1. Shader-based skies with particle clouds. This is the method Crysis employs. A subsurface scattering shader creates the sky background. The mathematics are pretty complex, but the results for an empty blue sky look great. Particle clouds are used to place sparse clouds

Josh

Josh

Don't you just hate it when that happens ...

I started out this morning looking to update a test scene that I used for some first person tests I did in C++ after only having the engine for a few weeks and coding in C++ for even less time. Well, that was the plan. I managed to redesign the layout using 3DWS, and threw a few Dexsoft crates and Barrels in. The plan was then to work on textures but as usual after about an hour I had set sail on the good ship "unrelated" for a voyage across the bay of tangents. Don't you just hate it when that

Marleys Ghost

Marleys Ghost

Autopatcher - needs patching

hehe well the XPatcher2 software worked great for the upload, but the client program doesn't seem to want to work at all, requesting a file that wasn't supplied or exists.   Might have to look at other some other software.   Converting all config files to use XML format, this will make editing control inputs a bit easier later. They are rather messy atm and adding new options should be a lot easier.   Source

Flexman

Flexman

Testing Autopatcher Software

Currently testing the autopatcher software. Broadband upstream speeds being what they are, don't make this a fast process. The project core files are currently around the 300mb mark spread over 1300+ files. This will come down when we package them.   The benefits of having an autopatcher is the ability to push updates for CombatHelo on a regular basis without too much hassle and players having to negotiate versions when playing with friends. Just run the updater and everyone should be in sync.

Flexman

Flexman

Lua Debugging

Until now, we haven't really had proper debugging info when a crash occurs during execution of a Lua script. Thanks to some previous work TylerH did with Lua, a conversation with him revealed how to easily add debugging info into the editor and script interpreter. (Incidentally, the Lua integration was Tyler's idea to begin with!) Here's a shot of the Script Editor catching an engine crash and displaying the script line the error occurs at. This is a crash that occurred in the engine, not a

Josh

Josh

Tracking down memory leaks

After close checking of memory usage when boarding and exiting the Apache there's feedback saying that objects are getting freed and memory dumped, except it isn't. Only a small percentage. There are object references that are keeping the cockpit and avionic entities alive and preventing them from being released.   Going to take a little time to track each one down.   *edit*   The large memory leak located, was the TADS camera world not being released. It's been removed for now.   Source

Flexman

Flexman

Crytek Planning a Free CryEngine Release? ...

It seems Crytek maybe planning a free CryEngine release.   "The developer behind Crysis 2 and the engine behind it, CryEngine 3, has plans to release a free version of their game engine that will be "up to speed" with CryEngine 3. This should help Crytek to further compete with Epic Games and Unity, both of which offer free versions of their respective game engines, Unreal Engine 3 and Unity. "   http://www.1up.com/do/newsStory?cId=3178763     I suppose it was only a matter of time consid

Marleys Ghost

Marleys Ghost

On hold for a few days

I've just moved on to doing research into co-ordinates and floating point accuracy. Going to make a few test projects to try different ideas. Dave has been posting updates on the greenzone development.   Welcome to Afghanistan   Source

Flexman

Flexman

Rocks and Stones released

After a busy week we are happy to announce the release of our first environment model pack "Rocks and Stones 1.0". It's a huge pack with over 300 MB download size. Beside the 21 rocky and stony models I included all baked AO (Ambient Occlusion) textures, Photoshop and 3ds max (2010) files to this pack so it's easy to do new textures based on them.the models themselfs are made with Mudbox and weight around 6 million polygones before baking the normalmap from them. All textures got unique 2048p

Michael Betke

Michael Betke

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