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Low poly infantry en mass

We finally sourced a a reasonably good infantry soldier, low poly model, rigged, animated and exported. We can fill the screen with dozens of these guys, falling, shooting prone, grenade tossing. We'll give them a couple of weapons they can swap between and a range of helmets swapped in by setting an entity key.     To initially test animation sequences I populated a drop-down control for the editor dialog with the following LUA, chopped up for readability. But lets you pick which frames to

Flexman

Flexman

Additional Iconset for Leadwerks

Sometimes you need a break from work and do simple other stuff to get fresh in your mind or just relax a bit. While waiting for my new workstation which I exspect next week plus organizing some work, I had the idea for an additional iconset. I'm a fan of coherent icons in a simple look. I also support the trend of dark UI elements which doesn't hurt the eye if you look at them for hours. Plus dark colors give some kind of a frame around your working canvas. I never was a big fan of the Leadwer

Michael Betke

Michael Betke

My Computer Story

Just for the sake of writing, here's my computer story. Also, I'm not QQ'ing about anything, it's just the timing of it (weekend) really sucks since I had some stuff I was planning on doing. Anyways though -   Saturday May 15th, I ordered a 2TB backup drive and a sata/ide to usb adapter. I figured I'd go ahead and start backing up all my stuff during the week because one of my hard drives (750gb Seagate Barracuda) had been reporting errors (spin retry count) for over a year now. During that ti

Drew_Benton

Drew_Benton

May 20th, 2010

I guess it's been a while since I added a blog entry. Since I don't have anything specific to write about, I've stuck with a generic boring title.   I spent all week working on backing up the past 5 years of my computer life to an external hard drive (WD Elements) as well as another internal one. One of my hard drives has been having some problems lately and I've ignored it for over a year. I decided to stop chancing it and simply put in the time to save all my stuff that I've worked on and ac

Drew_Benton

Drew_Benton

Building a city, Herat

Another update of map progress on the SimHQ Combat Helo forums. Showing how the City of Herat as a sprawl of densely packed compounds and commerce is being built. Using blocks of prefabs and arranged on a grid. This is a selection of my favourite.   Meant to be viewed from a low altitude, the prefabs do a good job of keeping the eye busy. Here is half a city already with parks and minarets to add. All built to be frame-rate friendly.   And a mini-game for your base, the "Hello World" of

Flexman

Flexman

Multi-player address book

Before I code the address book, what do you think of this arrangement?   I'm trying to keep interface items as simple as possible as I hate coding fiddly bits. But these things are mandatory for modern multi-player games.   Source

Flexman

Flexman

The Rumors of My Death Were Greatly Exaggerated

Hello again, everyone! As some of you may of noticed, it's been quite a while since my last blog update. Lots of good things have been going on behind the scenes, which is why there haven't been any recent updates. I'm currently preparing a large blog post for this weekend, but for now you get this little teaser:

DaveLee

DaveLee

Middle East city block

Dexsoft's Middle East City pack has been tweaked by the Dave-9000 supercomputer and has produced a low poly high density city block of 1038 polys. Requiring heavy edits of UV co-ordinates and placing all the textures onto a single surface for blinding performance.   Perfect for iPhone and as a building block of the high-density city of Herat.     Source

Flexman

Flexman

Comms console

Today I added the ubiquitous chat console complete with 4 colour coded channel presets, Global, Side, Group, Vehicle. Complete with command parsing (/setkey lets you send keys to any object you're standing before which is handy). The console also has a command history using the UP/DOWN cursor keys. Chat entry toggled by hitting the ENTER key ala Warcraft. Be aware that the primary action key has moved from the ENTER key to the "P" key (P for primary and also handily close to the square bracke

Flexman

Flexman

IK – Simulated Arm

Hi, It’s my IK arm sample video.   We’ve been trying to implement IK in our characters for a while. this is my first IK simulated arm. However it looks like a robotic arm yet, but when I set some angular limitations, it got better!   I also smoothed its movements. It’s a lot better now.   This video shows my first concepts about an IK arm. It’s a simple arm with 3 limbs, Upper arm, Forearm and palm.   In its LUA script I create a target pivot which my arm try to grab. We sets this targe

Soamp

Soamp

Persistence

Version 2.32 is the biggest internal change in the engine in a long time. It's also the last time version 2.x will undergo this extensive of additions.   LuaJit2 was implemented for fast Lua execution. This initially caused some BMX programs to not compile with the included modules.   The rendering buffer storage scheme was modified somewhat in preparation for a new feature that is unannounced.   Roads and saved to and loaded from SBX files, so they don't have to be generated at runtime.

Josh

Josh

GEOWEPS - Gratuitous end-of-week post of screen-shots

Airbase preview at our SimHQ forum.   Gluing the airfield into place has been an interesting job, using terrain 'visibility' to cut out terrain chunks and fit it into place. Shindand airfield is used for medical and humanitarian flights, it's currently VFR only and no lighting system. We might modernise it a little for our scenario.   Most NATO flights will come and go from here. A node system for AI aircraft to follow the taxiways and tank-off/land will be added.   Multiplayer options sta

Flexman

Flexman

Upgrade 2.32 - let the fun begin

My wife reminds me that it takes typically two weeks after each engine upgrade to get things working as intended.   There's the odd "caps sensitive" issue in some of the LUA source. And a quick change of fw.Main to fw.main in Renderer to get ll the helo/sky scripts working. Rebuilding the lua-gluefunctions and making sure not residue from the previous version was causing problems.   All that's left is handling changes of appearance and shaders....and re-serialising all of the 3D work.   Pe

Flexman

Flexman

Tricubic Studios Ltd.

Formally announcing the foundation of the legal entity Tricubic Studios Ltd. developers of Combat Helo, associated content and iPhone/iPad games / applications.   This doesn't change very much, it grants us a recognised identity for trading, taxation and investment. Plus we get a chance to develop an insipid company website. We plan to have our first mobile platform release ready for the summer. More details on that in a few weeks. Blog updates will continue at this location.   Source

Flexman

Flexman

Environment, weather, day cycles, iPhones, everything.

It's not going to win any awards for realism but we have a rudimentary ENV environment class that handles time-of-day ticking and updating scene elements accordingly. Lighting, colouring, fog, sun position. Currently it's using computed light values which renders lovely post apocalyptic scenes, the colours are terrible IMO, looks like a nuke's gone off. A lookup table will be better and an exercise I'll leave for later. Also I added some data structures for moving weather zones around the map. T

Flexman

Flexman

Starting gun!

In the name of God   Welcome.   As you know, you are currently reading the FSR Game Development Blog!   in this blog we will share our activities, problems, achievements, technologies, fights and any other things related to our game development process.       Source

Soamp

Soamp

More file formats arrived

Finally I found some time to convert the four packages to additional formats. Now all Vegetation and Environment packs have those formats: .max (2010), .gmf, .3ds, .dae, .fbx (2009), .obj I feel comfortable with the formats now and can concentrate on new packs or make the existing packs "game-ready" for other engines. But Pure3d also has tons of work to do so it will take a while.   The updates on the formats are free of course and all clients will get a mail within 24h from now on.

Michael Betke

Michael Betke

Building bridges and instrument lights

Dave sent me his first bridge work for crossing the Death Star trench across our terrain.   Pictured below is an editor scene showing it in place with some of our other 3D assets rolling across it.   Five brickwork textures were used to break up the surface detail with colour matching used to make it blend with the terrain textures.     Last night I finished playing around with the cockpit night lighting thanks to Bushmaster and his reference photos and nudging to fix the colours. Three

Flexman

Flexman

ENet Modifications

The recent thread about Netwerks (wrapper for ENet) got me thinking some more about the library. I decided to fire up the latest source distribution and get hacking away at it. In this blog post, I'll share some of the modifications I have done to the library to make it a bit more usable as a core networking library to build on top of.   Let me start off by saying that ENet is a pretty well designed low level library. I've always liked the design, which you can read about here. The documentati

Drew_Benton

Drew_Benton

Multi-Page Displays - WEP Gun Submode

All actions relating to the AH64D go though a message receiver. Player mount, dismount, ground crew arming, lights, AI commanding and (getting to the point) virtual cockpit interactions.   The MPD button naming convention of "MPD_1_17" refering to MPD 1 (pilot left) and key 17 (counting from top left) that gets sent to the input handler for that MPD.   Key messages can originate from the client or network. I had to add a source ID to account for situations where one person in the same vehicl

Flexman

Flexman

These days - Chaos

well.. recently most of things became unwelcome to our project. some were our personal problems and some were not.. anyway according to our limited time, we had to work two times harder! and we are! the only thing makes us energetic, is to make more and more features work. unfortunately we lost our animator too and after two weeks looking for an animator, finally I have to do animate characters by myself. in these 2-3 days I could  make a new rig template for characters and results seems good o

omid3098

omid3098

(E)mbedded (W)eb (S)erver (I)nterface 1.0.0

This post will talk about the (E)mbedded (W)eb (S)erver (I)nterface library I have been working on the past couple of days. In addition, this will probably be the last major post about the library for a while since I need to move on to more tech demos of other things. I'm not going to give up the project, but I've reached a point where I need to work on other things before investing more time on using the library in a practical application. In other words, I've put in the time to developing the

Drew_Benton

Drew_Benton

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