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Leadwerks 3.2 Indie : Animated Character Workflow Test

To prevent non Leadwerks Engine specific/Related entries from my Blog being automatically published here via the Blog Feed, I have removed that functionality, and will simply add a new entry title and link here for all Leadwerks Engine specific/Related entries.         Leadwerks Related Blog Entry. Leadwerks 3.2 Indie : Animated Character Workflow Test

Marleys Ghost

Marleys Ghost

Leadwerks 2.5x + DarkBasic's Dark AI [Part 3]

I thought I'd spend a little more time on this integration, using the laptop whilst watching the Olympics. The next phase was to automate the routines for NPC update and compacting the code routines. Ultimately, the idea is that after the scene is loaded, it will be parsed and flagged Dark AI objects, NPC's, Paths and Zones will be set up automatically via information taken from the relative lua scripts. Paths and Zones will be later, collision objects are done, so I was working on how to go abo

Marleys Ghost

Marleys Ghost

Leadwerks 2.5x + DarkBasic's Dark AI [Part 2]

After the first hour and a half I spent on this little exercise, I followed it up with another couple of hours. The basic integration now has an animation FSM. All still pretty crude and basic but a template to build on at some later date. The NPC's Entity script controls the models animation routines and gun attachment, the c++ application interfaces with the Dark AI library, and then uses messaging to communicate with the NPC Entity via lua script. Again this was just more experimentation and

Marleys Ghost

Marleys Ghost

Leadwerks 2.5x + Dark AI = DAILE?

I am currently working with EKI One, working through its format and structure, getting to grips with the lua behavioural scripting side and trying to brush up on my c++ skills, actually brushing up on my c++ skills is an overstatement as I don't actually have any to brush up! .. lol, I have also been going through my Blitzmax code and trying to compile all the game mechanic functions and methods into a single .mod, trying to keep things tidy. Whilst going through my **** drive, I mean, my well o

Marleys Ghost

Marleys Ghost

I'll Take What's Behind Door Number 3

Time is proving to be a most scarce commodity at the moment. So having a few hours spare I set myself some tasks and as usual did something completely different I started work on a room and ended up on a new 90 degree section, corridor doorway section (with separate reusable door frame / doors and simple placeholder keypad switch box all to need textures), a few WIP scripts for the doors and some hashed together sound FX for them to and a short corridor "Door Plug" section to allow the standard

Marleys Ghost

Marleys Ghost

Happy New Year!!

Nothing much to report at the moment, still tinkering with some ideas, but thought I would take this opportunity to wish everyone, a happy, safe and rewarding new year.   Happy New Year Everyone.

Marleys Ghost

Marleys Ghost

Grunge Bob Square Pants ....

Currently I am taking a small break from actual coding right now, give or take the odd few hours now and then I thought it best to start construction of my testing level, or at least get the main parts of it built as the testing scene/areas are blueprints for a project I have had in mind for a while, basically some nasty persons do some nasty things which in turn brings about a whole lot of nasty and the player is the antidote to nasty in general. Yeah, not much of "game description" but radic

Marleys Ghost

Marleys Ghost

Finally

Well, after much testing I have decided on an actual 3D modelling app to use in my workflow. I already have Blender, and while there are some very skilled users of this on the forum (Niosop and afecelis spring to mind and their tutorials are definitely worth checking out), I still find its user interface awkward and clumsy. So I demo'd a few different ones that would not break the bank. In the end I decided on AC3D. I find it simple to use and has enough features for what I wanted it for. 3DWS i

Marleys Ghost

Marleys Ghost

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

Crytek planning to release UDK-like version of CryEngine 3

Last April, I blogged about the news that Crytek might be releasing a free version of the CryEngine, much in the same way that Epic did with UDK and the Unreal 3 engine and also Unity licensing the indie version of their engine as free. Well, it seems that this will happen with CryEngine 3.   According to Crytek co-founder Anvi Yerli, "The barriers for entry will be very low, and perhaps [it will be distributed] for free." Details and a release date for this CryEngine 3 Lite SDK have yet to be

Marleys Ghost

Marleys Ghost

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

Colourful Behaviour.

To prevent non Leadwerks Engine specific entries from my Blog being automatically published here via the Blog Feed, I have removed that functionality, and will simply add a new entry title and link here for all Leadwerks Engine specific entries.     Leadwerks Specific Blog Entry.     Colourful Behaviour.

Marleys Ghost

Marleys Ghost

Bumping ..... Adventures in Textures

Firstly, I'd like to take this opportunity to wish you all a belated happy new year. I hope you all have had a great start to it.   I have not been doing much on the coding front for the last few weeks. I decided to get some assets created and try and develop my texturing skills a little further.   I also purchased Silo 3D Pro over the Christmas period as it was on offer. I had used the demo and was impressed at how "comfortable" it was to use. I now use this package as my main modeller but

Marleys Ghost

Marleys Ghost

Ambient NPC population ... a continuation of an idea.

Last September I mused about the concept of what I call Ambient NPC populations, I spent a lot of time researching (read playing) certain games that have what I call an ambient NPC population. This is specifically those NPC's that reside in the background and generally have no real or very limited interaction with the player, but may have some limited interaction with each other or the surroundings.   I felt a new approach would be needed to sort through what was and was not required to achiev

Marleys Ghost

Marleys Ghost

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

AI, Waypoints, A* Pathfinding, Lua & Leadwerks.

To prevent non Leadwerks Engine specific entries from my Blog being automatically published here via the Blog Feed, I have removed that functionality, and will simply add a new entry title and link here for all Leadwerks Engine specific entries.     Leadwerks Specific Blog Entry.     AI, Waypoints, A* Pathfinding, Lua & Leadwerks.

Marleys Ghost

Marleys Ghost

A* Pathfinding Using Blitzmax And Leadwerks Engine

Following on from:   On The Right Path, A* Pathfinding In Leadwerks.   The Way Forward ... Making Blitzmax Trax ...   I decided to give the testing a few more hours. First off I wanted to create a new NPC Type which would have its own control flags and most importantly its own path storage buffer.   After a little thinking (a little thinking is what I excel at lol) and a few hours of coding and tweaking, I managed to get 32 new NPC Types all pathfinding their individual way around "Block

Marleys Ghost

Marleys Ghost

A* Pathfinding MapData Generator.

To prevent non Leadwerks Engine specific entries from my Blog being automatically published here via the Blog Feed, I have removed that functionality, and will simply add a new entry title and link here for all Leadwerks Engine specific entries.     Leadwerks Specific Blog Entry.     A* Pathfinding MapData Generator.

Marleys Ghost

Marleys Ghost

A superb addition

The new Indoor Lighting Optimization is truly a fine addition to the Engine. It has taken a little while to get into the habit of automatically setting the lights to Dynamic, Dynamic + Static, Static or Dynamic + Static + Buffered, as well as the needed setting for the objects in the scene. Objects that would normally always be static I have, for the time being, simply added an ini file to set them to static automatically. This will later be set via their scripts but for now it suffices.  

Marleys Ghost

Marleys Ghost

5 Hours !!!!

5 Hours ago I started "playing" with the road feature in the new editor .. 5 hours ago !!! no, not because there is a problem its just been way so much fun if you recall the video Josh did of this function, let me say its way more fun driving than being the passenger, but that aside this feature is simply great, and will suit a project I have in mind down to a tee. Took a while to figure out a few things I was doing wrong but the end results have been exactly what I was after. Top marks for th

Marleys Ghost

Marleys Ghost

3rd Person Movement & Animation Control Rig Test

To prevent non Leadwerks Engine specific entries from my Blog being automatically published here via the Blog Feed, I have removed that functionality, and will simply add a new entry title and link here for all Leadwerks Engine specific entries.     Leadwerks Specific Blog Entry.     3rd Person Movement & Animation Control Rig Test

Marleys Ghost

Marleys Ghost

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