Jump to content
  • entries
    50
  • comments
    173
  • views
    103,374

Entries in this blog

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

Scale to the chief

With the basic texture workflow pretty much sorted for the modular level design (see here), I have turned my attention to getting a scale I am happy with. When this is done then after each section is modelled and then UV mapped it should be just a simple case of converting to .gmf format (famous last words). Scaling seems to be an issue that crops up across all the engines I use. But truthfully it matters not what others scale to, but that the relative scaling used in a scene is consistent for a

Marleys Ghost

Marleys Ghost

On The Right Path, A* Pathfinding In Leadwerks.

Well, it has been a while since I made a blog entry, let alone done any work in LE. But I do keep an eye on the forum and Leadwerks in between Daily life and working on my project(s).   I have also been going through my Blitzmax code archive, where I stored all my Blitmax/LE projects and code snippets (finished and not completed). One idea I had been playing with before, was basic NPC AI. I had some small success with some Bugs using autonomous logic.   See Here   In my "treasure trove" o

Marleys Ghost

Marleys Ghost

The Way Forward ... Making Blitzmax Trax ...

Following on from "On The Right Path, A* Pathfinding In Leadwerks" I thought before I archive the code, I'd have a little "dabble" with a basic function to get an NPC reading the path data and then following it to the "target" I had a couple of ideas on how to do this but as time for playing in leadwerks was running out I opted for a basic idea.   1. Target Position Selected 2. Path from NPC to selection calculated. 3. Path transfered to a temp storage array for that particular NPC 4. An NP

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

Meet The Flockers.

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.       Meet The Flockers.

Marleys Ghost

Marleys Ghost

Leadwerks Editor 2.3 for those Monday blues ...

Well that was a nice surprise, having resigned myself to the fact that even though it was the 23rd today, the time difference between myself and Pacific time meant I would have to wait until 8pm tonight to upgrade to 2.3   But on awaking I found Josh had already sent the emails for upgrading .. Having today off means I can now spend it in its entirity "playing" ..   Leadwerks Editor 2.3, New forum, Blogs, gallery, file storage, customizable profiles, videos...   Who needs Christmas?

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

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

Oh how I hate AppTime() and the randomness of it all.

Actually I don't hate AppTime() I just don't like using it in some instances. Its extremely useful and from what I can tell a more accurate mechanism to use than AppSpeed().   Whilst working on Furious Frank, one thing I noticed and it always caught my eye, was what I term “Chorus Line Syndrome” where using the basic AppTime() frame incrementing code for looping animations results in a regimented animation playback for like models/characters. I have ignored this issue thus far as it was not su

Marleys Ghost

Marleys Ghost

Test of concepts in Leadwerks Engine using C++

This is basically a test of concepts in Leadwerks Engine using C++ after a few weeks of using it (and even less time coding in C++). Using mainly information learned from the online tutorials and help from the community on the Leadwerks forum.     Source

Marleys Ghost

Marleys Ghost

Veggie Shadow Test

With the recent update (2.28) I decided to test out the ability now to have vegetation layers cast shadows, it certainly adds a great deal of depth.     Source

Marleys Ghost

Marleys Ghost

Scene Patrol v1.00

Test of an application written in C++ using Leadwerks Engine for testing scenes created in Leadwerks Sandbox.     Source

Marleys Ghost

Marleys Ghost

Textures

I recently asked one of my nieces who is currently doing media and photography courses at college to keep an eye open for some "Gnarly Wood" textures. She emailed with a few images she had remembered to take. I spent an hour or two playing with them and quickly knocked up a place holder model in 3DWS to try out the two textures I had made from the images:           I then placed the model in an island scene I had built to test post processing effects using an application I have written

Marleys Ghost

Marleys Ghost

Leadwerks Engine 2.3

Well it is finally here, pre orders are being taken and due for release Monday, 23rd Nov. (23rd? 2.3?)...         Source

Marleys Ghost

Marleys Ghost

Terrain Holes Test in Blitzmax

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

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

MAGIA .. Monday

Feeling the need to finally start sorting through my storage HDD's I came across my Blitzmax code library. I needed to test the code snippets and sort through what was worth keeping and what was broken. I found a FPS framework I had been working on but the code got broken with the release of 2.32, so before I binned it I thought I'd have yet another go at getting it at least to run. This was about 6.00 am monday morning, well I did have the whole of the day to myself, quite a rare occurrence. At

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

MAGIA .. Monday .. a little bit .. and beyond

Furious Frank V0.01 came about from my requirement to have a simple application in which to test code in my code archives from the last year. It What was supposed to be a simple cleaning out the harddrive exercise got a little side-tracked. This version was achieved in about 14 hours on a Monday.   MAGIA .. Monday   MAGIA .. Monday ... and a little bit   Furious Frank V0.02 is the 10 or so hours I have worked on it since. With the prospect of a whole 3 days ahead with nothing to take up my

Marleys Ghost

Marleys Ghost

MAGIA .. Monday ... and a little bit.

Just a little update, I have managed only to grab a few hours here and there to spend on this since last Monday, and its now looking like it will not be until thursday when I can get into it like I did last monday. So heres a quick low quality video of how it stands at the moment.   Have a good week all.   I hope to get V0.02 uploaded by the end of the week.       Showcase Page   Source

Marleys Ghost

Marleys Ghost

The Elder Scrolls V: Skyrim - Official Trailer

"We're pleased to share the first ever in-game trailer for The Elder Scrolls V: Skyrim, the next installment in The Elder Scrolls series from award-winning creators of The Elder Scrolls IV: Oblivion and Fallout 3, Bethesda Game Studios. "     You might find you need to log into Youtube to view the trailer for age verification.   It seems Skyrim will be released world-wide on 11.11.11 on the Xbox 360, PlayStation 3 and PC ... so something to look forward to at the end of the year other

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

×
×
  • Create New...