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Making Games with LE 2.5

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UltraEnglish

I'm working on a editor which translates english into C++ for Ultra Engine in realtime. The idea is to make using Ultra Engine really easy, and it should suit beginners as well as advanced users. Over time I plan to make it an universal human language to computer language translator which can be configured to use any game engine or other engine. I'm also wondering if a commanding sentence is more easy than an spectating sentence, but perhaps both can be used to make it suit all cases.

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Even Faster

People are wondering what language they choose with Leadwerks3D. Sometimes they have some exotic languages in mind, but quite often it comes down to the decision between Lua and C++.   Recently I read an article that LuaJIT (yes, you can use it in Leadwerks3D too) is actually damn fast. It's fast, because the simpliness of the language allows for extreme optimizations. It might even come close to C++ speed, or in some cases even exceed it. That's how fast LuaJIT 2.0 is. But it's still in beta,

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Leadwerks3D as generic cross-platform 2D/3D application framework

I'm dreaming of Leadwerks3D, and while waiting for its release in June, I have already many ideas what I want to do with it. Then I realized, it's actually much more than just a 3D game engine, because it allows to have a OpenGL context on all devices, including Android, iPhone, iPad, PC, Mac, Linux, and more in future. In addition, it allows you to code in C++ on all those devices, which means that also high level languages, like my SuperBasic will work on all platforms, because it uses a C++ c

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Learning Qt

I decided to try out Qt, and was shocked how easy it was to "install" and use. I only unpacked the mingw-Qt zip to my h:/lib/qt folder and it was "installed". Then I only added the QtCore4.a and QtGui4.a to my codeblocks project's linker settings, and added the h:/lib/qt/include and h:/lib/qt/include/qtgui folder to my project's source files tab, and then I put the QtCore4.dll and QtGui4.dll in the same folder where my game.exe was.   A simple demo program like this already makes a fully fun

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New Stuff

LEO 2.5 has been sent to Josh, there was a few commands missing, and a few bugs were fixed.   GameLib 0.1.2.0 should be ready soon, I'm still testing the new additions to the Application class. It can get quite deep to make a simple spinning cube template, if you want to make it perfect.   For example the window size needs to be read from a config file rather than from LEBuilder, so that it is not hardcoded into the game code. I ended up with the decision to make all config, gamesave, etc...

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LEBuilder enables Modders to become Developers

Modding games is a popular sport, and very productive, since you don't have to code usually much, maybe some little additions only. However, modding has its limits, as you are usually bound to a quite hardcoded game genre environment, unless you use Garry's Mod or something, but that has then it's own limits too with the engine features.   Since I am currenly building a GameLib FPS template for LEBuilder, these thoughts came up. What the template will do, is to create a simple FPS game with o

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Natural Updates and Community Editions

Things change and other things using those things must be updated from time to time to keep them working properly.   Leadwerks Engine C/C++ was originally designed to work only with VS 2008, but keeping GNU C++ in mind, then a few updates were made to make it work with MinGW 3.4.5. Now MinGW 4.5.2.1 has been updated to support the newest C++ standard, and so a few updates need to be done in the Leadwerks Engine C/C++ headers too. But don't worry, those updates are fully backwards compatibe, s

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Leadwerks Editor SQL

Today I wanted to start a GameLib tutorial series, and wanted to eliminate all temporary code and build the tutorial from beginning so that it will only expand and build on the previous tutorial steps.   Loading models and creating meshes programmatically is out of question, as you don't do that in real games. You would at least somehow have them loaded from a config file.   Then I thought I should put all assets into a Leadwerks Editor scene, but that won't work with real games either, as y

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Code::Blocks

I'm testing Code::Blocks with LE2, instead of Visual Studio 2008/2010. So far it seems quite nice, and very intuitive to learn and configure. I already found some benefits of Code::Blocks over Visual Studio:   1) LE2 syntax highlighting can be configured to be different from the built-in C++ keywords. In VS they always have the same color. 2) Compiling time is much faster, because it can use MinGW. 3) Generated code is much faster, because it can use -O3 and -O6 optimizations. 4) Loading

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Advanced C++ programming

I just had a 3 day course about Advanced C++ programming. It was pretty cool, and I enjoyed every second of it.   I already knew most of the C++ language itself, but I've never taken any course about the different ways of programming, and which way suits best each solution. This was exactly what I wanted to learn, and I feel much more professional now   The course talked about the following things, and we had to write also real C++ code for most of the ways we just learned and compile and

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Anushar

Humankind never had a chance. They came from the skies, like they did before, but this time they were not our gods - they were our fate, or so it seemed. We called them the Anushar, since that was the only thing we knew about them: the name of their leader. A few of us survived, perhaps because we were weak, and didn't appear to be a threat to them. This is where my story begins... Just testing the storyline for the new model I'm getting soon I'm so excited about it and hope tha

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Missing Pieces

I have many projects going on, some have been going on for years, some were finished in very short time. When I got all pieces together, then projects are finished in very short time, and when some essential piece is missing, it will keep the project open until... well, until the piece is found.   I was inspired to write this blog, because today I saw many pieces come together. Not just one for one project, but multiple for multiple projects. Actually this wave started already yesterday, and t

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Leadwerks Navigator

I had some funny idea again, and started to make Leadwerks Navigator.   It's a simple web page which allows the user to choose different paths and areas of information about Leadwerks Engine. The deeper he navigates and into the more advanced topics he goes, the higher level he gets.   I have no idea how useful this is, or if the Leadwerks web site will be easier to navigate, but at least it's fun to do! :   http://www.siipi.com/leadwerks

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Easy language

I introduced my new language earlier in Roland's Wizard thread, so I thought I could explain it a bit more. Of course a new language is always seen a bit sceptically by people, and they wonder why is it needed, or what benefits does it bring.   At its first version, Easy is still very simple, and based on Variadic Macros (macros which can take a dynamic amount of parameters), and I hope I can keep it that way, and not need a seperate preprocessor, since it would break some features, like dire

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The common goal of programmers and artists

Is to make games as easily as this: http://fuse.microsoft.com/kodu/   Editor can get very close to that, by creating Thingoids and Models for it. You can make those kind of ad-hoc menus in Editor using Thingoids, and have Models have their own logic so you just place them in Editor, and they get alive.

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Engine Integrated Framework

Josh talked about the new engine integrated Framework: http://leadwerks.com/werkspace/index.php?/blog/1/entry-57-merry-christmas/   The engine integrated framework is the only way at the moment to have LUA and C++ code use the same framework instance. This brings some great benefits over the old way how framework works: 1) You can have LUA scripts which access framework commands, and they work also in your C++ program. Earlier the LUA scripts could not access the framework commands of your

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Realtime Programming

I was just adding wheels to my airplane, and noticed how much time the realtime LUA programming saves me when I was adjusting the positions of the wheels to their exact position. Having the airplane model positioned and zoomed on my screen, I added some code to load and position the wheels, and after each character change in code (like finding the value Vec3(0,0.125,2.01) for the front wheel), I pressed Ctrl-S and saw the result immediately on the screen.   Using C++ or any other compiled lang

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Leadwerks Engine gains Rank 1 in the 3D Engine Comparison

For almost a year Max3D lead the charts, but the single fact that LE has now realtime scripting, brought it 1 more point, totalling in 14 points and beating all other engines on the market: http://siipi.com/public/mika.nsf/0/2AAC3EECC888AC57C22575F7004ADC16   Some people might need a low-end engine, but this very same chart provides that information also: You just look which engine has low-end support and is ranked highest. The same way you can find the best engine for your needs, if you ha

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Real Games made with LE

I've been experiencing a distinquished behaviour of the community for some time. It's like when someone advances in his work, suddenly everyone else advances too.   Yeah, I know in history also similar or identical inventions have been made around the world at the same time without that the inventors were connected or cooperating anyhow with eachother. There has been made also tests with apes, who learned that a banana was served in a certain spot, and new apes would go to that spot without

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Something To Do

Add CREATENOW parameter to LEO's Framework::Framework() and Engine::Engine(). Expand hybrid fpscontroller2.lua example Also try to split it into universally reusable thingoids [*]Make some cool dungeon with 3DWS [*]Write a short tutorial how to create a distributable game (including built-in C++ RunTime) Include a game launcher and updater in the tutorial [*]Write also a mini game while doing the tutorial [*]Try to get a ragdoll physics character controller working [*]It could be

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Solved! Apache and Domino running together

We can use Apache as frontend HTTP server running on port 80, and Domino on port 81, so that users can access both Apache and Domino pages via port 80 only.This is done via the Apache Rewrite Engine, but until now it caused one nasty problem: When doing a submit on a Domino page, then Domino would add the port 81 to the URL, and the user could not access that page, if only port 80 was opened to the internet.I found a solution how to overcome this Domino's problem, by adding Apache Reverse Proxy

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Yeah, Google+

It just came like a lightning from the clear sky, and illuminated us all. I can't remember to have ever seen such a great success in concept, it's so unbelievably thought troughout. All the details you experience, all the things which just work like they should have always worked in other systems. Everything is real, the people, the talks, the lifes, the avatars, the celebrities, just everything. The Google+ system leads it to be that way. It's simply amazing, and very valuable.   Source

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A new Domino based forum template

I have developed my own forum software for Domino for some time, because I was always shocked with the basic lacks of functionality of conventional forum softwares like phpBB, vnboards, Invision Power Boards, SMF, etc.... For them it seems normal that all messages are lost when the forum software is updated, and they just eat it with a bitter taste in their mouth. They also take happily backups every day, but most of the backups fail because of some misconfigured ftp accounts. For someone who h

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