Jump to content
No work will be done tomorrow. Just Cause 2 PS3 is released. The acting sucks, the actual game doesn't seem all that hot from the demo either, but the stunt playground aspect is brilliant.
I got my hands on the GDC showcase scene by Michael Betke, and it's much more beautiful than I thought. I used this scene to rewrite and test the vegetation rendering code. Collision isn't working yet, but it's built into the routine. The results speak for themselves.
Fortunately, Pure3D is soon offering a set of game-ready vegetation models, so you can create gorgeous landscapes like this.
As i dig the engine, i am again stuck in a new place, need to find a way to place and activate joints,
make friction reacts as it should and make move some pieces on the running model...
some busy days for me.
Edit: added a video of my wip at vimeo
Hello everyone! It's time for another blog post about The Zone Leadwerks level design project. I'm going to start today's update off with an overview screenshot of the map. I plan on doing this for each blog post so you can easily follow the overall progress week to week.
I've been working on setting up the major terrain features as laid out in the planning sketch. Below are screenshots of some of the roads with WIP textures, the swamp next to the military camp, the military camp itself
I skipped the GDC for a couple of years, because I just wanted to focus on developing our technology. This was my first year back since our engine came to be. I was surprised how many people were familiar with our engine, and I got to talk to a few users (who probably aren't active on the forum). I also got to chat briefly with Tom Spilman, David Helgason, and Mike Wuetherick. It's really fun to see what everyone is up to, and how far they have come since a few years ago.
We met new frie
I started out yesterday morning looking to improve my understanding of types and methods in Blitzmax, and figure out how to use object-oriented programming (OOP) with it. I have only been programming in Blitzmax since the beginning of December last year, and only programming with C++ since the middle of October last year and The Leadwerks Engine since the beginning of October last year. So I am still on a very high learning curve in this regard.
As usual, for me, I started out on one thing a
here are some of our latest models:
here are some of our latest models:
This is my first blog creating the integration of leadwerks, and blogspot. I have been having a little fun with BlitzMax. I am starting to get into how much easier it is to code with. I love how many modules there are for it, but its still lacks quite a bit in the 3D and Physics world. I only mention this as leadwerks is a commercial product, and I and talking of freely available Modules... There is a irrlicht module for BM(BlitzMax), but it looks to limiting, and a lot of custom rendering
This is my first blog creating the integration of leadwerks, and blogspot.
I have been having a little fun with BlitzMax. I am starting to get into how much easier it is to code with. I love how many modules there are for it, but its still lacks quite a bit in the 3D and Physics world. I only mention this as leadwerks is a commercial product, and I and talking of freely available Modules... There is a irrlicht module for BM(BlitzMax), but it to looks limiting, and a lot of custom rendering n
Hello everyone! My name is Dave Lee, and I am a 3D artist and level designer. As Josh mentioned in a recent blog post, he has hired me to create a AAA-game quality environment for the Leadwerks engine — one that really shows off what it's capable of. This environment will be a fictional scene inspired by the real Chernobyl Exclusion Zone. For now it is titled simply "The Zone".
While I'm still getting the hang of Leadwerks and the Editor, I've found it pretty easy to just jump right in with
Dave Lee has joined the Leadwerks team. His job is to create a AAA game environment in Leadwerks Engine. Check out his work here.
(Influences of Crysis and S.T.A.L.K.E.R., how could I not hire him? )
Simon Benge, the lead artist from FPS Creator X, is also completing some animations for us.
I've being working on a locomotion/animation system that will provide nice results and gives good transitions from one stance/animation to the next. I was inspired by articles I read on the Internet and the Unity locomotion video. Luckily the person who did the Unity locomotion system posted his thesis on the Internet so I could read some of the concepts and then do futher study of the concepts from the internet.
The Unity system is highly mathimatical/analytical and because of this I have n
I have not entirely made my mind up on the new SSDO (screen-space directional occlusion). I liked, in some circumstances, the effect SSAO gave, especially on bump mapped brick textures. But I find SSDO to be quite "fizzy" possibly from the curve on the camera look values. This may well be down to settings but so far try as I might I still get this. Not sure it will be useful in an FPS situation as the HUD model seems to interact.
It does however have a very pleasing effect on "organic"
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.
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 i
This might be worth submitting a demo to:
I found myself looking for other engines over the last couple of weeks. Not that I don't like LE, but I think it might not fit my needs - mostly graphical. Leadwerks seems to be great to create realistic shooters. I'll give it that, it's probably what it was made for. The creator's inspiration comes from a shooter, the community projects are about shooters, and everyone seems to be making features for shooters. Therefore, fantasy-styled games with a wider hue palette of non-realistic game graphi
I implemented rising numbers of the amount of damage or healing that is happening to a unit. I spent a decent amount of time to have it like a billboard so it had depth but I think I'm better off just using DrawText() instead. It looks better. I made the the Shield Slam cause 5 damage and it worked very well. Just 1 minor bug with the way the health bar is drawn on the right hand side. Instead of the just the width to worry about like the left hand side I need to change the x value and the width
This will be my dev blog for Warlords. It's coming along very nicely and I'm very proud of what I have so far. This is a game that has been in my head for a long time. I've made past attempts to make this game but they all failed because when I would find a "bug" in Leadwerks that would set me back I would just stop. This time I'm determined to complete this game. Players don't care about if you had to hack something together and now either will I. If Leadwerks has a bug or doesn't do something
Leadwerks Engine SDK 2.31 is now available. A new SDK installer in the download area allows you to download different versions of the SDK. You must have an activated Leadwerks account to download the new SDK installer.
New features include lighting optimizations for point and spot lights. You can read about this feature in detail here. Another new feature is character controller crouching behavior. Note that the origin of character controllers has been moved to the very bottom of the co
I dabbled in a lot of little things recently, like GUI code and networking, just to make sure things would work the way I want in the long run. The lighting optimizations weren't planned to come out yet, but were moved to the front due to one user who is finishing up a commercial game. I've also been helping Pure3D a little bit, but I can't say anything about that right now. Of course, our website is still in progress, and that will hopefully come together by the end of the month.