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Marleys Ghost

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Blog Entries posted by Marleys Ghost

  1. Marleys Ghost
    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 announced. It seems resonable to speculate that such a release could be similar to what Epic Games did when it released its UDK tools in 2009.
     
    Full Article Here
     
    Sean Tracy also mentions this at the end of an interview recorded at GDC 11.
     


     
    It is turning out to be an interesting year for indie developers.
     
    Source
  2. Marleys Ghost
    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 time, I wanted to get Furious Frank V0.02 uploaded and start on Furious Frank V0.03. It has so far taken the best part of 3 hours to wrestle out that which was required for this demo from my oh so tidy development folder.
     
    I have coded the settings to make this still an easy "game", but as its still in development with feedback on the functionality and performance being more important, if you died in a few seconds then there would be nothing to report, except maybe "its too hard ".
     
    When you die you die, so keep that health topped up.
     
    Not had anytime yet to code and develop a spawning system for the Bugs so I kind of just drop them in on the player, so, wear a hat.
     
    Showcase Page & Download Link Here.
     
    Source
  3. Marleys Ghost
    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 NPC Pilot reads that data.
    5. NPC follows the pilot.
     
    Think of the "pilot" as the plastic stick thing on the underside of a scaletrix car .. it follows the groove in the track and the car follows right along. This was the quickest and dirtiest method but solved a variety of issues in one. Plus I just wanted to get the NPC moving and the sands of time were running out.
     
    So an hour later and I have not only the NPC following the generated path but the path is updated with a repositioning of the target and the pilot takes the NPC off onto the new track.
     
     

     
    This is all still quick and dirty, when I can remember what the code does and does not need, I will up a small demo.exe to the thread Pathfinding With A*
     
    EDIT: I have uploaded a demo.exe here : Hide And Seek Demo
  4. Marleys Ghost
    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 achieve a similar environment in LE, I decided first to create the environment and to then set about, at different levels, adding in the ambient NPC population, the thought behind this was it would be easier to visualise what I wanted to see taking place, if it took place ... in place ... not the best description but I hope you will understand what I mean.
     
    So the first step is to create a small village environment and then to start adding in the population.
     
    Test/concept scene (test application screenshot): The Village of Swanwyck
     

     
    The important thing with this small test village level will be the roads/paths, as the first tier of the population will basically be simple "walkers".
     
    Even now, I am still formulating the different types required from "walkers" to simple "static actors" and how to implement some of those types to have different interaction levels. I will be utilising several different methods to allow the NPC's to navigate Swanwyck, from a simple "follow node" approach to predefined path data and on the fly A* navigation.
     
    I did have some very good results with A* pathfinding already, which can be read about here:
     
    A* Pathfinding Using Blitzmax And Leadwerks Engine
     
    Hopefully I can find the time to get "Swanwyck" up to a usable standard, and get the first tier of the "walking" population up and running.
  5. Marleys Ghost
    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 such a big deal in the early stages. However I decided it needed to be sorted, rather than just left as this issue will no doubt crop up again and its always handy when problems do arise again to have a basic template solution. First I took the lua entity script for the bug and removed all dependence on AppTime() completely using AppSpeed() to adjust for running speed variations. This worked fine but still broke down under high stress tests. The only way I can simulate high stress is to run some background applications and Fraps. Of course some breakdown would come about when the stress is heavy. I then switched to using a mechanism that relied on AppTime() as the base, but not in the same way that it was used for the basic AppTime() frame incrementing code for looping animations. There was still some breakdown under heavy load but not as much as the AppSpeed() based script.
     
    Utilising this script with other aspects to add extra randomness to same type character animation playback I made a few tests. The results are in the video below, in the first part the “Red Bugs” are running the original script and the “Blue Bugs” the new one. In the second half of the video I applied the template to some “Fast Horde” zombie AI I had been working on previously:
     
     


     
     
    Some synchronisation still occurs but that's just inevitable given the constraints of the character models used, that is, how many frames per loop are used in a cycle of animation and indeed how many animation types per action there are. Even slightly interrupting the “Chorus Line Syndrome” has much nicer results. I added some small mechanisms to the “Fast Horde” zombie script to continually mix things up over time. But all in all I am much happier with the results than not having addressed it. There is still some translational movement patterns, like the "flying V" the Zombies exhibit in the video now and again, but I already have a solution involving types of same entity types to add a few extra parameters to help limit the occurrence.
     
    As for Furious Frank, I'd like to say a big thank you to Paul Thomas for his contribution to this little side project. Paul kindly integrated into Furious Franks source code one of his older basic cloud and ToD (Time of Day) systems. It will need tweaking for the project but it was most generous. Heres a little look at the current stage of integration:
     
     


     
     
    When more time is permitting I will continue with working toward a release of Furious Frank V0.03
     
    The current version of Furious Frank can be found here:
     
    Furious Frank V0.03
     
    Previous entries for this project:
     
    MAGIA .. Monday
     
    MAGIA .. Monday ... and a little bit.
     
    MAGIA .. Monday .. a little bit .. and beyond
     
     
    Source
  6. Marleys Ghost
    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
  7. Marleys Ghost
    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 is still my main application for creating architecture, but I needed something for what I call redundant decoration, and so far AC3D has proved to be just what I was looking for.
     
     
    Redundant Decoration is simply my term for low poly non functional assets, like in the picture below, filing cabinets, desks, fake PC's ect.
     

     
     
    Filing Cabinet: 12 Polys
    Desk: 192 Polys (currently, still room for "pruning")
    PC Screen & Keyboard: 70 Polys
     
    The textures still need some work, but using a combination of ShaderMap Pro and manual editing on the normal maps has produced some promising results.
     
    So far I am impressed with AC3D, and would recommend to those who were looking for a low priced 3D Modeller to check out its 14 day demo. Combined with 3DWS, Blender and UU3D I think I have this side of development sewn up application wise.
  8. Marleys Ghost
    Josh reported Christmas eve that There was a crazy sale on Steam and if you hadn't played STALKER, you could get it for $10.. well I had replaced my damaged copy only two days before that via steam .. and had cost me a whopping £1.39 ($2.22).. well if the $10 (£6.99) was still too steep a price for you, get over to steam now as its now only £2.00 ($3.24).. http://store.steampowered.com/app/4500/
     
     
     
    Ignore the date on this entry it was posted today (Jan 3rd 2010) but the Blog date system only goes up to 2009 for me there must be a switch around here somewhere ..
  9. Marleys Ghost
    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 all static and animated meshes from props to scene to characters. LE has a scale of 1 unit is about 1m, I simply use 1 unit as 1m, therefore a character needing to be 6 foot tall would simply be a "metric" 6 foot.. or 1.8 units. This is the rule of thumb I use for all scenes and corresponding code. But sometimes its also good to check how it looks by eye. In a 3rd person situation its not just the scale of the level and the characters but having to remember the camera offset and how this would be effected. I normally do two tests, a simple static scene with characters and props placed to get a simple overall picture of the scaling.
     
     

     
     
    And I like to knock up a quick app with a basic 3rd person collision cam and have a quick walk through (HD available):
     
     


     
     
    So far I am happy with the results which means when time permits I can get on with creating the rest of the sections/rooms ect. I have also checked the scaling to make sure I can easily "block out" the level and run it through my pathfinding mapdata generator app which I had some success with in earlier tests of A* pathfinding (see here).
     
     
    Source
  10. Marleys Ghost
    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.
  11. Marleys Ghost
    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.
     

  12. Marleys Ghost
    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 sections to fit the door frame. Part of the plan for this modular approach to the level is that as many sections/parts as possible will be able to "plug" into each other. I also wanted to test out some new base metal textures to try and break up the "monotone" look. The door keypad switch would also require some sort of 3rd person object interaction functionality which was hastily coded and again as with everything else, still very much a WIP.
     
     
    Simple keypad switch prop:
     

     
    Development in Silo PRO:
     

     
    A quick medium resolution video to show the "worksite" test scene. I can't take credit for the blue and yellow textures they are curtesy of Paint.NET's floodfill tool..
     
     


     
     
    Hopefully next week I will be able to free up more than only a few hours to get fully back into this "adventure", but I was not unhappy with the progress I made in only two hours.
     
    Source
  13. Marleys Ghost
    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 in C++ using Leadwerks Engine 2.28, I was quite pleased with the result.
     
     

     
     
    Whilst my texturing skills still need development (as with everything else), I found it a very interesting exercise.
     
     
    Source
  14. Marleys Ghost
    "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 than the cold weather. If they release another instalment of Fallout at the same time ... then hibernation this coming winter will just not be an option
  15. Marleys Ghost
    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 terrain is something I have been working on and have yet to finish.
     
     
     


     
     
     
    Source
  16. Marleys Ghost
    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?
  17. Marleys Ghost
    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 this, I think I will need a few more days off to try out all the other features, oddly I feel a bout of flu coming on <coff coff>
  18. Marleys Ghost
    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.
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