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Shard

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Everything posted by Shard

  1. Its a DeVry class, available at any of the 90 DeVry campus across America and Canada. I'm at the Washington campus.
  2. Just curious as to what this is about. See attached.
  3. Hello everyone. I am writing this blog entry to personally thank everyone of the Leadwerks forums for helping me in all the ways that you all have. Today, I got approved for my job at Microsoft. This all started when I discovered Leadwerks on The Game Creators and was instantly amazed by it. Soon after, Brandon Hush and I got together and created Third Initiative for our university midterm project. We decided to use Leadwerks because it offered superior technology with great support and community. Then we began the six month process of coding our Applied Project game. A month and a half after we present the game to our professors, we get a message on LinkedIn asking us if we would like to work at Microsoft for Xbox Live as tech support. Turns out the recruiter for the hiring agency saw our Applied Project work and said that that work made us more qualified then the other applicant. Soon after we both get interviews and Brandon Hush gets the job. I wait patiently for my reply and soon I'm told that I was disqualified. Later that day I'm told that a new position has opened up, doing beta testing for an MS product and doing basic tools creation but working for the same manager, in the same building, at Microsoft. A few days after I have my interview and a day after, today, I get a call saying I got the job. Needless to say I was very excited. But then I remembered that I'm still a student, only half way through my degree. I send my professor an email saying that I would still like to take his classes and if we could work something out so that I could still be in his class. He replies back saying that he will do whatever is necessary to make it work. Then, he also tells me that for our class, MMO Design, we will, instead of doing that standard labs and assignments, be created and designing the MMO game for the Colligieate Cyber Defense Competition, sponsored by Homeland Security, Microsoft, Boeing and others and that we will be working with Cal Poly Pomona and other large schools across the U.S. And we get screen credits. Lots of awesome things. Of course, all of this was made possible because of Leadwerks and its community. It was you guys that answered my questions, gave me advice, project samples and other resources. I couldn't have done my Applied Project work without you and none of this would have happened if it wasn't for all of you. Thank you. As for whats in the future for me is unclear. With this job and the CCDC project, I will probably be reducing my senior project work for a long time, which means that I won't be using Leadwerks for a while (atleast in any major projects, I doubt I can resist messing around with things). I'll definitely visit the forums, although it may be a little less frequently. As a side side project, I will be doing some 3D Modeling in Maya, which I will export to Leadwerks and I will get those posted up in the gallery for you all to see. Well, thats all I have for now. Lots of exciting things. Again, thank you all for your support. - Shard
  4. I found the bug and fixed it. From: for(int i = 1; i < childCount; i++) To: for(int i = 1; i <= childCount; i++) Yep, since the terrain is the last object in a sbx, I always missed it because I wasn't checking the last element.
  5. I did take a look at it and looked just like my code. Yet my code doesn't work. Any thoughts? if( (es=="nothing") && (cl=="Terrain") ) { // printf("******** FOUND TERRAIN ********\n"); terrain = e; SetEntityKey(e,"status","handled"); }
  6. I did exactly that, and at the time of that thread, it worked. I did it again earlier today and it didn't work; I got a null pointer. I was thinking that something in the code had changed. My code is below. int childCount = scene.GetCountChildren(); Entity ent; string className; string objectName; string childClass; TVec3 objectPos; for(int i = 1; i < childCount; i++) { ent = scene.GetChild(i); className = ent.GetKey("classname"); objectName = ent.GetKey("name"); objectPos = ent.GetPosition(); childClass = ent.GetKey("class"); if(childClass == "Terrain") aStar.terrain = ent; if(objectName == "node_1") nodeOne = objectPos; else if(objectName == "node_2") nodeTwo = objectPos; else if(objectName == "waterplane_1") aStar.waterHeight = objectPos.Y; }
  7. How do I get a pointer/reference to the terrain in a scene? I need it so that I can check terrain normals when doing my AStar scan function.
  8. Theres an entities folder in the models folder in the LSDK folder. Copy that to your project folder.
  9. Too bad about XNA then. I can definitely understand trying to account for future functionality. Any comments regarding your current/future team size?
  10. Yet XNA Creators Club is no where near this. 0.o How about an XNA based Leadwerks engine? I would pay for that in an instant. It seems people missed the point of my initial post. Its not about Xbox portability. I'm requesting that Josh focus on functionality before expanding. That, or get a larger team to have different divisions to work on different things. Nope, but as it stands, I can't even consider it with Leadwerks because there is no support.
  11. Again, its irrelevant. I like Leadwerks and I'd be willing to pay for it, if and when we get a license from Microsoft. Plus you would get way more customers just because you offer it. Another thing to thing about is that UDK is soon to release its Xbox version, as well as CryEngine for indie developers, which is tri-platform. Again though, multi-platform isn't nearly as important to me as the essential features/tools that we need. If nothing else, Leadwerks is a great platform for prototyping before a port to a console engine.
  12. C++ for me. However, at the moment, it won't be anything more than a toy to mess around with for a couple of minutes. To be honest, I would prefer to see Leadwerks as more of a console SDK, so Xbox and PS3 support >,> Or at least integrated AI/extra C++ features and support. I would love to see the Editor on the level of the UDK editor. On my computer, UDK runs amazingly, yet Editor doesn't run at all (as in near zero framerates) Also, we still need those auto saves and undo's <--- very important to us. So overall, please fix the problems of Leadwerks before moving to another platform. And if you are to move to another platform, please consider Xbox for the others.
  13. A lil work in progress. http://www.youtube.com/watch?v=iRZ7RNkFLIc&hd=1 The Olympian Class Battleship, the United Starship Leilani. The little brother to the Titan Class ship, provides long range support with its primary weapon, the plasma cannon, and its secondary weapon, a hundred pod nuclear warheads. Armed with multiple AA guns and artillery batteries, this ship can carry a Gryphon Class battle dropship and three hundred Fighter Class personal fighters. This work in progress is for my Senior Project for Zero Hour. This is my first model done in 3DS Max done completely by myself. Future Plans: Finishing texturing jobs Adding AA guns Adding 1.00 cal machine gun Adding docking bay for Gryphon Adding launch bay for Fighters Music: Going for a Ride - Serenity - David Newman
  14. Fraps is your best option. Records almost any screen in high def and has bench marking software. Trail is 30sec limit but paid version is only $30, quite worth it.
  15. I wasn't quite sure where this thread should go, so its going in General. It seems like I don't have gallery post privileges so I can't post my stuff to show off there, so I usually end up doing it in a blog (and the stuff usually isn't complete enough to go in showcase) How do I get such posting abilities?
  16. You're quite welcome. Glad to see people using my stuff. Please let me know if you think anything needs fixing or changing up.
  17. So I found an old project, originally done in DarkGDK and decided to convert it to Leadwerks. During the process, I found that the graphical qualities of a Leadwerks sphere far surpass those of DarkGDK and rendering thousands of spheres was not the most effective way to do what I was doing. So I took a quick trip into OpenGL land with Masterxilo's tutorial. Here are the results. http://www.youtube.com/watch?v=BzjRC5dOq50 Basically its a render of the results of several values being passed to an RVL Circuit formula. How that works, I no longer remember, but the idea is that the longer you provide it values, the closer to zero it gets.
  18. File Name: LEO Project Jumpstart File Submitter: Shard File Submitted: 05 Aug 2010 File Updated: 05 Aug 2010 File Category: C/C++ Code A very simple start up .cpp file that sets up Leo, Framework and Leadwerks. Also creates a simple control class that creates a spectator. The main purpose of this code is for experimentation. I often found my self wanting to try out a new idea but each time I had to set up a new project and retype the same lines of code. After being unsuccessful at creating a Visual Studio template, I just created this Main.cpp to quickly start off my projects. Controls: WASD = Movement Q/E = Rise/Fall LShift = Run P = Physics Debug Click here to download this file
  19. Thanks, great feature addition to the overall Leadwerks package.
  20. Shard

    3D Pixels

    Thanks. One more question: Where is the physics done? On the GPU or the CPU?
  21. Thanks, but I did get an error: At this Engine.Initialize();
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