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TylerH

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Everything posted by TylerH

  1. I'd say the most logical approach is for your game to persist a finite state machine during runtime, that way you can handle states for menus, death, active playtime, spectating, etc. Combining that approach with the other advice offered above should lead you towards the light. Cheers, Tyler
  2. Did I give anyone the code to this library?
  3. The prices mentioned, $295/project/platform are indeed accurate but only for Scaleform (the lowest library on my list). Beast ( a light mapper ) is also down there. My focus will be on HumanIK (inverse kinematics library), and Navigation, which is a new library from the people who originally made Kynogon Kynapse, then bought by Autodesk and renamed Autodesk Kynapse, and now version 2 being called Autodesk Navigation. The only reason I was focusing on these is because they are heavily integrated in the pipeline from 3ds Max / Maya and other Autodesk tools, FBX format, and other specifications that streamline use in Leadwerks. Saves me from having to write editing tools for setting up IK skeletons or generating navmeshes and stuff of that nature. Nonetheless, my focus is going to be from the perspective of a functional, and at the beginning, not very pretty game. Most definitely a first person shooter, and expand from there. Less talk, more walk. Cheers, Tyler
  4. I've been here since Leadwerks was 1.x and had no DLL exports back when I was in high school. Been focusing on other things, growing up, maturing, university, etc. Coming full circle to my natural passion which is programming with a concentration in games. Integrating the Autodesk Gameware SDK's was merely something I wanted to do for personal use, but seeing as anyone can apply for an evaluation of them and utilize them for a game, sharing my work would be ideal. I also have some projects that have been back burner toast for what, 3 years now, that all had potential for helping members of the community. Plus ofcourse making a game.
  5. Well once I receive my SDKs for Autodesk Gameware, I am integrating Scaleform, Beast, Navigation, HumanIK in with Leadwerks 2.x, as well as euphoria.
  6. Now that Leadwerks 3 is here and LE2 is on the back burner I can come out of hiatus and get some wonderful things going. Keep on the lookout. Cheers, Tyler H.
  7. Well I'll have spring break here starting March 19th, gives me 2 weeks to get my antiquated code and apps installed on the new computer. Summer break is the end of May.
  8. Looks good. I might give a try at porting the OGRE example.
  9. Hello there! I just got word from Autodesk that my Scaleform developer account is being reviewed. I am also waiting to hear back on approval to evalute for integration the remaining Autodesk Gameware middlewares Kynapse, HumanIK, and Beast. If all goes well, I'm going to aim at getting some kind of open-source glue code / framework and tools out there for anyone who (like I) is using Leadwerks and some external middlewares. Cheers, Tyler
  10. Maybe once my summer break in college hits I'll be back on my programming grind.
  11. TylerH

    Three's a Crowd

    The industry term for an AI 'actor" "entity" "class" brain whatever you want to call it is usually Agent, not Actor. Usually safe neumonic to maintaing your finalized character an Actor, with the sub components of a Model, Entity, AI Agent / Brain, etc. Just my two cents.
  12. I was always curious as how to, fundamentally, this functionality is implemented in games. Regardless of whether you use raycasts or a physics shape + collision, there still is some backend system that has to register "hits", hit info, etc. and dish it back out to be processed, damaged applied, enemies killed, and such. Is there a cookie-cutter way to do such a thing? Or does every one, from indie to big name AAA studios, just reinvent the wheel everytime they need a gun to fire at other entities/actors/whateveryoucallthem? I haven't done as much research into the topic as I should have, but when I was writing Weaponwerks and my other little libraries to have complex weapons systems in first person, I kind of got stuck around the whole "oh hey I can shoot pretty bullets with effects and ricochets, but how do I make them actually do something in a neat, organized, OO, expandable way?". Any suggestions, tips, advice?
  13. Assuming he meant UV texture how I think, he means the UV coordinates.
  14. I don't take it the SVN has original source code? From a Refelctor-ish look and a lot of things I have learned in the past year, this wrapper needs refactored, if not rewritten in 90% of parts. EDIT: Nevermind, HTML view was not showing the file list. SVN download grabbed all the files.
  15. 1. Inside of a function is the best place, but mainly in an object script at the very top doing all your initial declarations, you don't have to assign variables at that point either, just best to have them declared locally before you do anything else. 2. Nope, its stack based. 3.You can reused something like that though it depends on if you deleted collection. As long as it isnt nil it will overwrite each loop without you redeclaring. 4. Can't answer, don't know how it was coded.
  16. Assuming you made some kind of EntityFactory script in Lua, and just hooked in the base.lua entity:Spawn function to log in your factory that an entity was created you could do that. Assuming you are going for an all Lua approach.
  17. Is that even in Leadwerks?
  18. Josh with the right solution! I was going to say the same thing as I ran into this issue when rendering CEGUI with Leadwerks. Always remember the glPixelStorei calls.
  19. As far as I know you don't need to be transforming that vector into camera space. It is technically already in camera space.
  20. As long as you are only using the pointer for it's numerical/textual representation of the memory it is pointing to, and not storing the value and trying to cast it back to the type for which it points to, you won't have any problems. Regardless of the length, the actual pointer value (memory address) can be saved and used as a lookup ID, just not a direct weak reference to the original variable.
  21. I take it you just dropped LuaBind and went with toLua++ right?
  22. The additional world and cleared depth buffer ultimately worked. Thanks to both of you!
  23. THe age old problem I have had with guns that magically clip into the world geometry (example the AK in the tunnels.sbx file included with the SDK) hasn't seemed to have been solved. My idea was simply: can we have these gun entities in a separate world that is rendered ontop of everything else? Then the guns would always be draw on top. For a first person perspective game this wouldn't be an issue at all as far as I can tell. Just looking to see if anyone has done this, has another way of preventing this, or would like to discourage or encourage me to try and post my results. Thanks, Tyler
  24. No one noted the fact that the visual effects team for 2012 spent 1 year programming a completely custom version of Bullet for the movie, implementing all of that "real-time" fracturing into a system that generated it one time using a huge render farm, yes it was dynamic, but it was dynamically generated once, over a period of several days per scene. Bullet 2012 and the open source Bullet are no where near the same. And if industry experience accounts for anything, go with PhysX. Not trying to be biased because I used to contract for them, but having been able to profile the SDK inside and out with source access back when AGEIA originally created it, it has only been improved with nVidia GPU access, and even then the software only version of the SDK has quite a lot of features. Just go through the list of all of the games using it, and you wouldn't be disappointed. It's flexibility is astounding. A simple Google search for 2012 bullet physics will link you to articles ands blog posts from the makers of the movie talking about it.
  25. TylerH

    Relay

    It's basically a fully-featured input/output system with per-actor delegates and events. I like the idea of having the arguements linked on the actual line linking the nodes as opposed to the target flowgraph node Josh. So from my understanding: A line links one actor's output to another actor''s input. The arguments you can pass to the actor's input are fed into this visual line representation. Makes perfect sense.
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