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Weapon switching logic

Posted by Josh Klint, 01 October 2014 · 111 views

I'm working to add weapon switching to the player script.  A weapon in the map consists of two important parts.  First, you need a pickup weapon that tells the player they have a certain item.  Second, you need the visual weapon that is displayed onscreen, along with the various settings that make that weapon unique.

It's a simple thing to program,...


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FPS Weapons Pack on the way

Posted by Josh Klint, 29 September 2014 · 235 views

Based on the excellent sales of the SciFi Interior Model Pack, I was able to get a deal to sell a new pack of high-quality first-person weapons.  The following items are included:
  • Pistol
  • Combat shotgun
  • MP5 Machne Gun
  • M4 Rifle
  • Grenade
  • Machete

Weapons are included as...


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My Game Entry

Posted by Josh Klint, 16 September 2014 · 276 views

Since it's not a competition, I'm actually going to enter the game tournament and publish a simple game to the Workshop.  The game will be a third-person corridor space shooter like Starfox in which you simply shoot and dodge meteors.  There are two types of meteors flying at you; red ones can be shot, whereupon they break into smaller pieces that...


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Workshop Remixes

Posted by Josh Klint, 12 September 2014 · 340 views

Here's an example of something called "derivative works" which is something the Leadwerks Workshop on Steam allows us to do.

Shadmar uploaded a model from Leadwerks 2 and added some special effects to it in the Workshop here:
http://steamcommunity.com/sharedfiles/filedetails/?id=312811332


I subscribed to...


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Beta update available

Posted by Josh Klint, 11 September 2014 · 277 views

Directional lights now allocate shadowmap stages in a different pattern.  At medium and high lighting quality, a 4096x4096 texture will be used.  I have no evidence for this, but I suspect this will be more reliable than creating a 8192x2048 texture.  The directional light shader has been modified to read shadowmaps in this new pattern.

The Texture::RG...


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New beta update available

Posted by Josh Klint, 07 September 2014 · 803 views

A new update is available with the following changes:

Player collision against terrains is now working really nicely.  In general, the player controller has become very solid and accurate.  It's also quite a bit faster than before.

An experimental feature lets you make CSG brushes the child of another object and check a "shape hint" option...


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Character Physics Improvements

Posted by Josh Klint, 31 August 2014 · 617 views

I update to latest version of Newton and did a lot of work on character physics.
All collisions below the step height will now be ignored, regardless of incline.
Character collision in general is much more stable and accurate.
Terrain collisions now work properly.
Character collisions using an adaptive method that will be much faster...


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Update available on default branch

Posted by Josh Klint, 24 August 2014 · 270 views

A new update is now available on the default (stable) branch.  For a list of improvements and fixes, see my blog and the bug reports...


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Change Map Example Added

Posted by Josh Klint, 19 August 2014 · 492 views

A new map called "09-Change Map.map" has been added to the example game.  This demonstrates how to use the new TriggerChangeMap.lua script to make your player progress from one level to the next.

In order to use this script, you must update your project with the new executables.  Select the File > Project Manager menu to open the Project...


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New update available on beta branch

Posted by Josh Klint, 18 August 2014 · 401 views

A new update is available on the beta branch on Steam.

Pistol script bug fixed
A recent change in the way particle emitters are updated was causing an error where one-shot emitters would automatically release themselves while the engine was iterating through the list of emitters, causing a crash.  This has been fixed.

You must update your project...






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