The concept is simple: give a player paintbrush that will draw dungeons, cities, and dangers. What type of world would they create, and how detailed would their worlds be? The project will allow each user to collaborate by building their own realms, forming adventures for other players through this advanced tool set.
The new game in development is called "Dungeon Painter 3D".
These semi-transparent blobs are actually the beginnings for one of the first dungeons created with this r
I had a challenge last week for this game project. Allow an NPC to come up with a quick way to navigate to a particular place, even if the environment around him is dynamic. Some high-budget games use static node path meshes, which must be a final step in production for each map. I wanted a different approach that didn't require a web of objects hand placed into the world.
I decided to create my own rotational node path collection.
MS Paint FTW!
On a pivot, a box would rotate
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
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.