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Kattemaksu #2 : The log on server

Welcome to blog Number 2;   There is not a lot to discuss here, but I wanted to post an update(mostly so I can track myself. lol)   We are just about completed with the Log on server. This actually has nothing to do with LE on the server side. The SQL connection is good, and we are using an sql.lite file for the log on server info. We felt that this would secure it a little better than a standard .CFG or .TXT file for the server host.   We will be running a test tonight from a dedicated

VicToMeyeZR

VicToMeyeZR

OnLive Lives?

When OnLive was first announced, I thought it couldn't ever work, because of latency issues. After my recent networking work, I think it might actually be feasible. We had fast enough response times that we could play lagless games with server-controlled physics, which is similar to the way OnLive works. A lot of our tests were performed with intercontinental connections, and of course those will have significant latency. We found that when playing within 1000 miles of the server latency wa

Josh

Josh

Design Problem

I finished the collision editor, and now came across a pretty significant design issue. The approach the main editor has always taken is that by the time assets get into it, they are finished and ready for usage. Now I am making it so the model editor can change the structure of a model, save it, and have the main editor reload all instances of it. However, the Lua class scripts cause some problems with this. If I load a model with it's script enabled, the script might delete limbs fromt he

Josh

Josh

January 25, 2010

The networking code is pretty much done, but I don't think it's quite ready to release. We're redesigning the site to integrate the forum and community features together with the whole site, and an official documentation section is being created. In the meantime, I am going to start the model editor. This will be an app to replace the "Model Viewer" which will allow viewing and resaving of .gmf files. It will also include some editing features so you can adjust some of your meshes that might

Josh

Josh

Easy

I invented a new programming language called Easy.It's faster than C++ (theoretically), since it inlines everything.I see no point programming in C++ without Easy anymore, since the same and better results can be achieved using this new language.It saves also a lot of time and costs when programming, and it should work also with other languages than C++, if they support variadic macros.Here's the Easy home page: http://www.siipi.com/easyEasy is still in version 0.0.3.0 0.0.7.0, but it will grow

Canardian

Canardian

IK Animation

To get nice locomotion and not have NPC walking with feet stuck in the terrain or hovering in the air you need to place the feet to match the terrain, coping with slopes etc.   Leadwerks has forward kinematics but not inverse (which is needed to do this). Because of this I have written (with help) an IK solver.   Thanks to Tyler for supplying the code as a starting point.   Here's a video of it working: -   Here's the code (I actually ended up doing 2 solvers)   #include "IKSi

Chris Paulson

Chris Paulson

Easy language

I introduced my new language earlier in Roland's Wizard thread, so I thought I could explain it a bit more. Of course a new language is always seen a bit sceptically by people, and they wonder why is it needed, or what benefits does it bring.   At its first version, Easy is still very simple, and based on Variadic Macros (macros which can take a dynamic amount of parameters), and I hope I can keep it that way, and not need a seperate preprocessor, since it would break some features, like dire

Canardian

Canardian

Animation Prototype

Well, long time has passed since i have written a new entry.   While I'm still working on the asset manager and Texture Converter (non threading version) I have prototyped a small animation class in Blitzmax which can handle multiple animations at once for a single mesh. eg: you can walk and use your sword in the same time.   Everything is handled automatically you just give a root animation a speed factor and a blend factor. Later you can simply add an 'extra'- animation to the mesh by u

klepto2

klepto2

Moments beside Hafiz

Let not the pious judge the meek; Each for his own deeds will speak. Whether I’m good or bad, you judge yourself; You reap what you sow, find what you seek. Everyone is seeking love, sober or drunk; Everywhere a house of love, yet so unique. I submit my head on the tavern’s bricks, If you don’t understand, just take a peek. Let me keep my hope of eternal grace, Behind the veil, who is good, who the freak? Not only I fell out of virtuous path, My father too, treaded that path oblique. Hafiz, on y

omid3098

omid3098

Kattemaksu #1. The start

Kattemaksu Online (Which means Retribution)   I have no screen shots, as I am going to transfer this project from Realmcrafter Pro to LE. Those guys have not got a clue. Yeah, the tool set is nice, but if the stupid thing doesn't work, then whats the point of wasting my time. Yes the server, and client will have to be written, but I need to learn hard coding anyways, and I have a team memeber that knows C# really well. I think it can be pulled off.   With 2.3 being released with Lua impl

VicToMeyeZR

VicToMeyeZR

Input and render management done

Today i've finished the input and render management of my gui system. Focuses are working well.   Now i will get a bit deeper into other gui element like textboxes and buttons.   Here is a demonstration of how it works:  

Blitzbat

Blitzbat

Just started gui system...

After a few days of trying to integrate cegui into leadwerk I've decided to develop my own gui system in leadwerks. It will be a full skinable gui system. Today I finished the imageset loader to define imagesets. Imagesets are described in xml. Here is an example:   <?xml version="1.0" encoding="utf-8" ?> <guiconfig> <imagesets> <imageset name="window"> <image relation="topLeft" width="10" height="10"> <![CDATA[abstract::windowTopLeft.dds]]>

Blitzbat

Blitzbat

Head Practice

This is a highpoly model made in ZBrush. First time I used "Projection Master" for texturing. Zbrush - Photoshop 4 days - almost 15 hours

omid3098

omid3098

The common goal of programmers and artists

Is to make games as easily as this: http://fuse.microsoft.com/kodu/   Editor can get very close to that, by creating Thingoids and Models for it. You can make those kind of ad-hoc menus in Editor using Thingoids, and have Models have their own logic so you just place them in Editor, and they get alive.

Canardian

Canardian

Apple Adopting OpenGL3

This is great news. I was a bit worried about the state of OpenGL on the Mac, since they presently only support version 2.1. With OpenGL3 support, we can have a uniform graphics API on Macintosh, Linux, Windows XP, Windows Vista, and Windows 7. http://www.theinquirer.net/inquirer/news/1585830/apple-slowly-opengl

Josh

Josh

Next up...

There sure is a lot to do around here!   -Character animation example. I want to get the soldier model up and running with basic animations so everyone can use it. -Network improvements. I want to automate entity movement and some other features. -Scene graph improvements and vegetation collision. -Website and forum integration. -Revamping some of the tutorials.   Watch the character movement in this video. I want to set up something simple like that so we can run around and have fun:

Josh

Josh

Scenegraph Stuff

Discussing scene graphs in a game development or programming forum can be difficult, because I feel many people are very short-sighted about all the exceptions and complications that can arise in a flexible environment. In fact, there are many situations that will make rendering with a scene graph much slower than without. Many programmers have a tendency to ignore anticipated problems and assume it will work itself out somehow. It's also very hard to predict how bottlenecks will form and what "

Josh

Josh

Frustration

So I finally figure out how to write data to a texture (using a buffer as an intermediate step and writing a bunch of GL_POINTS to it). I decide to write a Theora video player that will play onto this texture which you can assign to a material which you can assign to a model. After a bit of searching I find etheora, a library that makes it easy to decode theora video data. Takes a little bit to get the theora libs all compiled and set the proper include and library directories. Ok, scaffoldi

Niosop

Niosop

Blog Bug Fixed

This should be working now. Looks like Y2K struck ten years late.

Josh

Josh

Accurate placement of gun in NPCs hand

Placing a rifle to sit in the hands of an NPC can be a bit of a fiddle so I thought I'd post the code.   The code relies on bones for accurate placement:-   Trigger bone Gun Butt/Rest bone Trigger hand Butt hand   I place config stuff like this in an XML file for easy editting, to read the XML I use a nice library tinyXML.   Ignore the bullet code as this is a temp hack I will tidy later.   Hope this helps.   PS   Thanks to Pixel Perfect for supplying gun model etc for my testi

Chris Paulson

Chris Paulson

Game Engine

After "Satyar: Return to parseh" It’s almost two years we are looking for a game engine to produce our latest game. We tried many game engines such as torque, leadwerks, unity, UDK, neoaxis, ogre, and so on. This week after more than one year of using Leadwerks, we decided to build our game using Leadwerks 2.3 . Now it’s stable enough to make a complete project. We are aware of advantages and disadvantages and going to trust it.

omid3098

omid3098

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