Josh reported Christmas eve that There was a crazy sale on Steam and if you hadn't played STALKER, you could get it for $10.. well I had replaced my damaged copy only two days before that via steam .. and had cost me a whopping £1.39 ($2.22).. well if the $10 (£6.99) was still too steep a price for you, get over to steam now as its now only £2.00 ($3.24).. http://store.steampowered.com/app/4500/
Ignore the date on this entry it was posted today (Jan 3rd 2010) but the Blog date syst
We're finishing up 2009 by resolving some longstanding design issues that haven't been particularly critical, but have weighted on my mind. Framework is not like the main engine. It's far more high-level, and is also the kind of code people want to customize. I don't like locking the user into my way of doing things. However, the interaction between Lua, C++, and Framework commands are a real issue, which we started to see immediately as Lua became available. This was resolved by compiling Frame
I was informed yesterday that the terrain hole functionality was working in Blitzmax, so I did a quick half hour test. This is a feature I find very attractive for level design. The ground cover (small bushes and ferns) is just place holder art, and all the foliage was just "slapped" in for effect. The concept is a simple, hole in the ground which gives access to (eventually) a large underground modular bunker system. A simple hole cover/access/room model was knocked up in 5 mins in 3DWS. The te
Here are some of my thoughts on how a future engine might look. I am not devoting any time to this, and it would not come to exist for several years, but it's fun to think about technology and design:
I've been fascinated with the game "Fuel". This game has an enormous playable area that is streamed from the hard drive. You can drive for hours and barely cover a fraction of the map. For some reason the game has been given bad reviews. I played Motorstorm on the PS3, and I think Fuel is a lot
Josh talked about the new engine integrated Framework:
The engine integrated framework is the only way at the moment to have LUA and C++ code use the same framework instance.
This brings some great benefits over the old way how framework works:
1) You can have LUA scripts which access framework commands, and they work also in your C++ program. Earlier the LUA scripts could not access the framework commands of your
There's a crazy sale on Steam right now. If you haven't played STALKER yet, you can get it for $10:
In other news...
Framework is being compiled into the engine DLL and being made an official part of the engine API. It will remain a separate piece of code for BlitzMax programmers they can just import. A mechanism will be added to add your own custom post-processing effects, though this will not be available immediately. It will be something like th
It's the holiday season again. As the forest air reaches freezing temperatures, I break out the ice shaver for my windshield. It's a time for celebrating family, sharing thanks for what we have, and behavior sets. That's right, fuzzy-logic for AI in-game.
Since the world designers for the game won't have access to the direct behaviors, (nor the programming skills to code such things) I've managed to find some use for the custom Entity keys on objects in the Sandbox! Each entity will have act
Since my last update I have tried to get recast callable from within blitz to make it available for everyone. However I have failed as I have not got enough Blitz/C++/DLL skills. I'm hoping someone will offer some help.
I was unhappy how I handled dynamic movable objects as there was a chance the steering wouldn't avoid hitting them. Because of this I rewrote my interface to recast to use a tiled nav mesh, this means I could dynamically update a tile if a object moved in/out of a tile.
Working to improve the implementation of the code known as framework. It needs to be able to talk to Lua, with all programming languages. I can't really go on documenting the script until this is finalized, so the time to do it is now.
Well, the single-state lua update is out and I am ready to start making tutorials again.
Someone in the forum pointed out the game Fuel to me. This is an offroad racing game with a nearly infinite world. The data is streamed off the hard drive, basically like its treating the drive as if it were extended RAM. The game got bad reviews, but I think it's great. I went driving for at least 30 minutes and covered mountains, desert, redwood forests, and ravines. I'm in love with the terrain engin
While spending some days in hospital without internet connection I have used the time (not much) to
revisit my existing code for my tools and I have found some things i will no get on:
First the Batch converter:
I have started to reprogram it, not everything but the whole internal structure will
change a lot. I have found a lot of design errors which are too heavy to fix and reprogramming
it with using some old components seems faster and cleaner to me. I believe that
Just a small update and an information why everything is progressing
so slowly with my tools.
Unfortunatly (well, not really) I'm currently full of work with my daytime job
(project deadlines, new features, etc.) that I'm currently don't have much time
to do some private programming. This weekend I have some freetime
i will spend to fix some bugs with the batch texture converter and coninue with
my work on the asset builder.
Hopefully I'm able to post some progress soon.
I've recently started to use Layers for web apps, and Outlines for Notes apps. And they give a better development speed.However, Layers have also some problems:1) They don't scale with the web browser window like tables do2) When replying with history to an Notes e-mail, layers get all screwed up, so you can only use tables in Notes, but for web apps Layers are still quite goodOutlines for Notes apps totally rock though:1) They expand vertically when you expand their entries (like with subviews)
When your NPC moves it may move at different speeds, especially if you are using some sort of steering. This presents the problem of what speed should you play your walk/run animations. My solution is to analyse the animation and see how far the foot travels from start frame to end frame and when animating play the correct amount of frame(s) for the distance.
Here’s the code:-
void animItem::calcAnimDist( TEntity e, TEntity bone )
For NPC AI to work they have to have simulated vision. This is done by using raycast/linepick.
My vision system does the following:-
Takes into account head position - using head bone
Takes into account rotation of NPC spine bone (used for aiming)
Build list of enemies in view range
Takes into account FOV
It looks through each of the ememies bones to see if any part of the enemy is visible. It returns location of the first bone found. This is to make sure enemies are still seen even
Lazlo just released his managed C# Library for use with Leadwerks!
The Object-Oriented layout of this library is wonderfully organized, just like a game engine library should be! With this code the objects aren't stored as pointers, but classes. All of the same features are structured, and each object has related functions to the types of entities per Namespace.
Every .Net Leadwerks developer should download this library.