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Why Apple Fails

Their prices are more than 250% the price of a comparable PC. Even their "most expensive" laptop is using a budget GPU! So for less than half the price, you can actually get a laptop with a much better GPU!   $999: http://www.newegg.co...=laptop%209800m   $2499: http://store.apple.c...mco=MTM3NDcyOTc   Just for fun, I checked all the most expensive options. The grand total was $7305.35. Who spends $7000 on a laptop with a budget GPU???   I can't believe how dense their management is.

Josh

Josh

December 7, 2009

It's 12:30 in the morning, but I have the model scripts working the way I want. Thanks to "Nilium" for his tips, and to everyone who gave their feedback. I am confident in this revision. I have a lot of scripts that need to be slightly altered, but it's just a matter of adjusting the function structure, not really changing any existing code.   Here's the light_ambient script: require("scripts/class") require("scripts/linkedlist") local class=CreateClass(...) function class:Spawn(model) lo

Josh

Josh

Lua work

I've been revising the Lua design a bit. Ideally this should have been done six months ago, but I did not realize how popular it would be. During beta testing there wasn't much interest in it. That's understandable, because no one likes using beta software. As soon as it was released, suddenly there was some very advanced stuff being implemented immediately. This is great, and I can see my thoughts about how it would benefit us were correct. It also made me want to implement a single-state syste

Josh

Josh

What a behviour code segment looks like behind the previous strange code

In a previous blog entry I showed a code sample of the behaviour tree. In the code below is the code that is fired for each behaviour.   The return status mean: -   RUNNING - Keep on running the behaviour FAILED - Exit this behaviour with error (has different effect depending on sequeance/selector/parallel node. COMPLETE - Exit this behaviour with complete (has different effect depending on sequeance/selector/parallel node.       #include "actor/include/action.h" #include <aliv

Chris Paulson

Chris Paulson

My leadwerks loader for recast

Here's the code that loads in the verticies to recast:-   Include:-   #ifndef MESHLOADER_SBX #define MESHLOADER_SBX #include "leo.h" #include "MeshLoaderObj.h" class rcMeshLoaderSBX : public rcMeshLoaderObj { public: TEntity scene; int vcap; int tcap; int nidx; rcMeshLoaderSBX() { vcap = 0; tcap = 0; scene = NULL;}; ~rcMeshLoaderSBX(); void addVertex(float x, float y, float z, int& cap) { rcMeshLoaderObj::addVertex( x, y, z, cap); } void addTriangle(int a, int b, int c, int&

Chris Paulson

Chris Paulson

DoWait(), DoSound(), DoMoveTo()

I got all 3 of these functions working. I'm working on an script to show how these 3 will work.   DoSound(cr, 'abstract::hello.wav') DoMoveTo(cr, fw.main.camera, GetEntityByName("pivot01"), .05, 1) -- moving the camera to the pivot named pivot01 at a rate of 0.5 and it'll stop when it's at a distance of 1. This move function doesn't use physics. Another function will use physics for movement.

Rick

Rick

Entry 0

This is my first blog and I'll be using it to document my progress with the Leadwerks engine.   ATM I am still waiting for the parts to arrive for the PC I bought to run the LWE. This will be my first real 3D capable PC and my first concerted effort at 3D game programming. In the past I've only ever used older computers with integrated video cards, as I preferred the look of pre-rendered 2D RPGs like the classic Fallout 1, or Baldurs Gate to 3D games. However after watching the awesome Leadwer

Davaris

Davaris

The first toddler steps of AI

Youtube video of my AI.   Red line is path found by recast. White text is current behaviours running in behaviour tree.       Here's what the BT looks like (yes it is C++) alive::Node* moveToEnemy(std::string type = "walk") { return alive::TreeBuilder() .execute<ActionMoveToEnemy>() .type(type) .end(); } alive::Node* resetToStart() { return alive::TreeBuilder() .composite<alive::SequenceNode>() .execute<ActionCurrentMode>() .mode("resetToStart

Chris Paulson

Chris Paulson

Realtime Programming

I was just adding wheels to my airplane, and noticed how much time the realtime LUA programming saves me when I was adjusting the positions of the wheels to their exact position. Having the airplane model positioned and zoomed on my screen, I added some code to load and position the wheels, and after each character change in code (like finding the value Vec3(0,0.125,2.01) for the front wheel), I pressed Ctrl-S and saw the result immediately on the screen.   Using C++ or any other compiled lang

Canardian

Canardian

DoWait() working

So I was able to get DoWait() working. It's not 100% ideal because you have to piggy back off another entities Update() method because of the limitation of not being able to have any global values. If you would like to try it out I'll give the steps here.   1. Make a file under the /Scripts directory named cr.lua and paste this code in it: tblWait = {} waitID = 1 clsWait = {} clsWait.__index = clsWait function clsWait.create(tm, func) local wait = {} setmetatable(wait, clsWwait) wait.i

Rick

Rick

Week 2

People are starting to use Lua, which is good. Initially there was some confusing, but in each case it turned out to be a small misunderstanding. I spent a few hours editing the wiki to add Lua syntax to the commands. I'm going to start working on Lua demos and more high-level stuff, in addition to fixing any bugs that exist. I'm not too interested in adding new features right now. This engine has plenty of features. Tons. It's time to use them to make something.

Josh

Josh

Blog start

I haven't been blogging since I started with Leadwerks so this blog will be a bit of a catchup until now. Unlike most people working with Leadwerks I thought I'd ignore all the graphic eye candy as icing on the cake and concentrate on the importing matter of making things happen ie. AI   The bacis of AI is:-   Physics -------   Knowing whats bumped into what. This is already taken care of in Leadwerks.     Sight -----   NPC's need to have a sense of sight, this is mimicked by doing

Chris Paulson

Chris Paulson

Almost a week now .....

Well, its been almost a week since the release of 2.3 and although I have been working away at it there is still so much new functionality I have not had a chance to fully explore yet. I decided the best approach would be to go back to basics, so to speak. Investigate how the new lua scripting and other features would cross over to C++ and Framewerk, this is still on going for me, and I am mixing that aspect in with getting to grips with the new functions in the editor. All in all I am impressed

Marleys Ghost

Marleys Ghost

Steam Hardware Survey Results

New Steam hardware survey results are available: http://store.steampowered.com/hwsurvey   As of October 2009, 80.79% machines surveyed can run Leadwerks Engine.

Josh

Josh

Leadwerks Engine SDK 2.3 released

Leadwerks Engine 2.3 has been released. This major update includes a new editor, Lua script integration, forest rendering, roads, and more.   Lua Script Integration: Write object scripts and write your game in any programming language, or you can write your entire game in Lua.   New Editor: Leadwerks Editor is our new tool for creating enormous terrains, placing objects, and creating worlds. You can even edit scripts and see the results instantly.   Forest Rendering: An advanced new r

Josh

Josh

Learning new stuff...

Well, I have been playing with the editor, lua scripts, and integrating lua-scripted objects into a framewerk bmax program. There are some quirks that you have to work around and some modifications that need to be made to some things... First, it doesn't appear you can transfer certain aspects of lua framewerk to an external program that is using framewerk. Setting worlds appears to work but using a framewerk method in lua and expecting it to work in your external program does not.   Setting f

macklebee

macklebee

How to handle 3rd party assets?

After uploading my first lua snippet i'm continuing my task to develope useful tools for Leadwerks Engine.   What tools you may ask?   The first, a batch texture converter is ready since a long time, but needs some tweaking here and there. A beta was previously published but i want to get this tool out of the beta and will release a finished version the next days.   The next one is to finish my milkshape exporter (animations still doesn't work) but the rest is faster and less buggy.

klepto2

klepto2

XBox

Last week I was researching the XBox and PS3 platforms. An XBox version of Leadwerks is technically feasible, and though the cost is considerable, it's not a barrier we can't cross. However, obtaining the development license from Microsoft will be much harder. Basically, they are unlikely to sell a development license until this engine has gained more users and had a couple of commercial games released. So we'll just keep improving and building momentum, with the eventual goal of expanding to th

Josh

Josh

Leadwerks Engine gains Rank 1 in the 3D Engine Comparison

For almost a year Max3D lead the charts, but the single fact that LE has now realtime scripting, brought it 1 more point, totalling in 14 points and beating all other engines on the market: http://siipi.com/public/mika.nsf/0/2AAC3EECC888AC57C22575F7004ADC16   Some people might need a low-end engine, but this very same chart provides that information also: You just look which engine has low-end support and is ranked highest. The same way you can find the best engine for your needs, if you ha

Canardian

Canardian

Goodbye Firefox!

You served us well for many years, beating all competition, and it shows in your old age and scars of development. To bring back the freshness and speed of the old days, with a modern and powerfully multitalented browser, we say:Welcome SeaMonkey 2.0!Why?Here are some reasons why SeaMonkey is better than Firefox:1) Uses only 56MB on google.com, while Firefox uses 82MB2) Faster than Firefox 3.5.5. Firefox 2.0 was always faster, and SeaMonkey is based on that.3) Firefox 3 introduced frequent crash

Canardian

Canardian

Coroutines

I'm currently working on coroutines in lua. This will help people setup scripting sequences for their game. The cool part of this will be that you will use it in the editor like any other entity. Drag it into your scene and now in your other scripts you'll have access to these functions. Here is an example usage of what you would do in lua.     --- This defines the function that stores your script sequence function MyScript01(cr) -- cr is the coroutine to this function. The functions th

Rick

Rick

The Day After

I'm taking a short break before I swap GPUs to fix that ATI shader error.   There are now 110 Leadwerks Engine 2.3 users. I did not think the number would be nearly that many.   I am most interested now in documentation, tutorials, and examples as well as improving existing features. With C++, it wasn't worth diving too deep into game tutorials, because only 40% of the programmers would find it useful. Furthermore, it is harder to design useful game components that are easy for users to lear

Josh

Josh

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