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As you may have known, I've been dabbling with input methods for a while now using SDL2. Since then, I've learned how to do similar functions using the Leadwerks API. The goal was to make a inout system that's easily re-bindable, and allows for controllers to "just work". My first research of a goof system comes from a talk at Steam DevDays 2016 as they discuss how to allow integration with the Steam Controller.
My thought was: "If I can create my own Action System, I can
For some reason, I've been seeing a lot of questions on how to add actors created into C++ recently. My first attempt on this was in 2016 with Crawler's Den; A modern remake of the SDK example level. That was on a version of Leadwerks in which there was no official Actor system in place. Today, the engine has an Actor class which can be attached to any entity, but besides some loose examples, it's not well documented. Also there is no official way on linking your entities in the editor with your
I've started on my quest to make a full C++ has started today. I've noticed that LEX2 via the project manager didn't copy over as clean as it should, so I had to make the project from scratch which wasn't a big deal (for me). I should look into a way of getting that fixed.
After setting the project up, I noticed a few errors I was getting after I commented out the LUA_GAME preprocessor. It was a quick fix, and development went under way after that.
For this project, I'll need things tha
Another week, another weekly report. Vectronic is going more smoothly then ever before taking things one at a time, and just shelling out maps and ideas quickly. Last week, I did a few improvements with how the player picks up objects, and fixing the issue of shooting projectiles through objects. I did not shell any more maps because I thought it would be better to focus on a small amount of puzzles at a time, perfecting them before making more maps. For this, I needed help.
As of this week,
I almost let a whole week go by without writing a blog, ahh! I've been doing a lot of thinking and experimenting over the last few days, and talking to other people about Vectronic.
Last week, I talked about improving functionalities of the pickup system and the platforms. Although the pickup system is near done, the platform system, well they need work. I made a topic about them here, and kind of left me on a stand still on the project because I see them as a vital piece of the game, and th
There has been some discussion regarding on how to set collision shapes for your models. For 95% of models, you should be building shapes with the Model Viewer as described here. In some cases, the model artist might want a custom shape to be made. In this post, I'll be going over how I import models into Leadwerks, and building custom shapes.
A few notes first. I use Blender; Blender 2.79b to be exact. I haven't get got the hang of 2.80 and until the new engine's art pipeline is fully onli
While we have Leadwerks today to make our apps, Turbo is currently in development. To make my projects more long term, I decided to take a step back from my VR project and create a wrapper class that apps can use to more easily transfer to the new engine. Keep in-mind, this doesn't cover everything and I'm used the last beta from November for testing so things can change. Regardless, as long as that bridge is made, I can always go back and edit the Turbo stuff as more things come online. The go
With the recent popular substance shader by Shadmar, more talk and focus has been about cubemap reflections surfaced in the community. Reflections in Leadwerks were done in the past with the SSLR post process shader which made all surfaces reflect the world in real time.
However, it had the following problems:
It was applied to ALL materials in the scene. If you had a material that wouldn't normally reflect such as concrete or wood, the shader would still effect those materials. B
It's been over a year ago since I've released the Vectronic Demo using Leadwerks. The demo was composed of assets I've made ported from the Source Engine and my lack of understanding of the API and lua scripting at the time. (I'm used to coding everything in C++) As of writing, it has 1,221 subscribers on the Steam Workshop, 25 out of 26 positive ratings, and is the second most subscribed item! So there is sigh that this as a MVP (Minimum Viable Product) was a success. And again, the Game Launch
After a whole summer of working on the LEX template, and learning new things about the engine, I'm happy to say that Vectronic will soon be back on track in full development!
Before I go into full detail, I wish to mention that the Vectronic Demo has been updated with Josh's optimization edits, and the VecBall has a new effect I've made during the development of LEX. If you had sluggish performance before, I recommend you check out the update!
Now that I've got a nice foundation with a m
It's been quite a while since I posted here. All is well, and I now have some time to talk to you on where I've been and what I wish to do in the future.
I started a job back in August and my enormous amount of free time dwindled to a few hours a day. However, I now have an income to support myself and buy new toys. I wanted to get into the Linux ecosystem and further distance myself from the Windows world. So for about $300, I've built a PC with an i3-6100, 4GB of DDR4 Ram, put it in a Min
Besides fixing the UV's for the VecDispenser, Adding in the box model, and some added sounds thanks to ThirstyPanther, most of the work this week was done with adjusting scripts so that the game as a whole plays better.
Picking Up Objects
Last week, I mention that I adjusted the pickup system so that it will auto center the object when it's picked up. While the stock code for the pickup system is good for occasionally picking up objects, in Vectronic, you're gonna be picking up boxes
I recently updated the Leadwerks Extended Executable with more shaders, and hot fixes. Fetch and pull this update in git. I wanted to post this yesterday, but I was having issues.
Fix 1: No more crashing upon Alt+Tabbing
This fix is eventually gonna be made engine side, but I was not sure if Josh plans on that being pushed to the default branch, or the beta branch. While the beta and default branch are synced, I jumped the gun and fixed it.