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Leadwerks 3.2 Indie : Animated Character Workflow Test

To prevent non Leadwerks Engine specific/Related entries from my Blog being automatically published here via the Blog Feed, I have removed that functionality, and will simply add a new entry title and link here for all Leadwerks Engine specific/Related entries.         Leadwerks Related Blog Entry. Leadwerks 3.2 Indie : Animated Character Workflow Test

Marleys Ghost

Marleys Ghost

Leadwerks 3.2 Indie : I hate waiting in for deliveries! [HD]

To prevent non Leadwerks Engine specific/Related entries from my Blog being automatically published here via the Blog Feed, I have removed that functionality, and will simply add a new entry title and link here for all Leadwerks Engine specific/Related entries.       Leadwerks Related Blog Entry. Leadwerks 3.2 Indie : I hate waiting in for deliveries! [HD]

Marleys Ghost

Marleys Ghost

Leadwerks 3.2 Indie : Proof Of Concepts & Several Tests.

To prevent non Leadwerks Engine specific/Related entries from my Blog being automatically published here via the Blog Feed, I have removed that functionality, and will simply add a new entry title and link here for all Leadwerks Engine specific/Related entries.         Leadwerks Related Blog Entry. Leadwerks 3.2 Indie : Proof Of Concepts & Several Tests.

Marleys Ghost

Marleys Ghost

Leadwerks 2.5x + DarkBasic's Dark AI [Part 3]

I thought I'd spend a little more time on this integration, using the laptop whilst watching the Olympics. The next phase was to automate the routines for NPC update and compacting the code routines. Ultimately, the idea is that after the scene is loaded, it will be parsed and flagged Dark AI objects, NPC's, Paths and Zones will be set up automatically via information taken from the relative lua scripts. Paths and Zones will be later, collision objects are done, so I was working on how to go abo

Marleys Ghost

Marleys Ghost

Leadwerks 2.5x + Dark AI = DAILE?

I am currently working with EKI One, working through its format and structure, getting to grips with the lua behavioural scripting side and trying to brush up on my c++ skills, actually brushing up on my c++ skills is an overstatement as I don't actually have any to brush up! .. lol, I have also been going through my Blitzmax code and trying to compile all the game mechanic functions and methods into a single .mod, trying to keep things tidy. Whilst going through my **** drive, I mean, my well o

Marleys Ghost

Marleys Ghost

Leadwerks 2.5x + DarkBasic's Dark AI [Part 2]

After the first hour and a half I spent on this little exercise, I followed it up with another couple of hours. The basic integration now has an animation FSM. All still pretty crude and basic but a template to build on at some later date. The NPC's Entity script controls the models animation routines and gun attachment, the c++ application interfaces with the Dark AI library, and then uses messaging to communicate with the NPC Entity via lua script. Again this was just more experimentation and

Marleys Ghost

Marleys Ghost

Meet The Flockers.

To prevent non Leadwerks Engine specific/Related entries from my Blog being automatically published here via the Blog Feed, I have removed that functionality, and will simply add a new entry title and link here for all Leadwerks Engine specific/Related entries.     Leadwerks Related Blog Entry.       Meet The Flockers.

Marleys Ghost

Marleys Ghost

Revamping A Modular Asset Idea.

To prevent non Leadwerks Engine specific/Related entries from my Blog being automatically published here via the Blog Feed, I have removed that functionality, and will simply add a new entry title and link here for all Leadwerks Engine specific/Related entries.     Leadwerks Related Blog Entry.       Revamping A Modular Assets Idea.

Marleys Ghost

Marleys Ghost

Quick 3rd Person View Character Test.

To prevent non Leadwerks Engine specific entries from my Blog being automatically published here via the Blog Feed, I have removed that functionality, and will simply add a new entry title and link here for all Leadwerks Engine specific entries.     Leadwerks Specific Blog Entry.     Quick 3rd Person View Character Test.

Marleys Ghost

Marleys Ghost

Colourful Behaviour.

To prevent non Leadwerks Engine specific entries from my Blog being automatically published here via the Blog Feed, I have removed that functionality, and will simply add a new entry title and link here for all Leadwerks Engine specific entries.     Leadwerks Specific Blog Entry.     Colourful Behaviour.

Marleys Ghost

Marleys Ghost

AI, Waypoints, A* Pathfinding, Lua & Leadwerks.

To prevent non Leadwerks Engine specific entries from my Blog being automatically published here via the Blog Feed, I have removed that functionality, and will simply add a new entry title and link here for all Leadwerks Engine specific entries.     Leadwerks Specific Blog Entry.     AI, Waypoints, A* Pathfinding, Lua & Leadwerks.

Marleys Ghost

Marleys Ghost

3rd Person Movement & Animation Control Rig Test

To prevent non Leadwerks Engine specific entries from my Blog being automatically published here via the Blog Feed, I have removed that functionality, and will simply add a new entry title and link here for all Leadwerks Engine specific entries.     Leadwerks Specific Blog Entry.     3rd Person Movement & Animation Control Rig Test

Marleys Ghost

Marleys Ghost

Ambient NPC population ... a continuation of an idea.

Last September I mused about the concept of what I call Ambient NPC populations, I spent a lot of time researching (read playing) certain games that have what I call an ambient NPC population. This is specifically those NPC's that reside in the background and generally have no real or very limited interaction with the player, but may have some limited interaction with each other or the surroundings.   I felt a new approach would be needed to sort through what was and was not required to achiev

Marleys Ghost

Marleys Ghost

Scale to the chief

With the basic texture workflow pretty much sorted for the modular level design (see here), I have turned my attention to getting a scale I am happy with. When this is done then after each section is modelled and then UV mapped it should be just a simple case of converting to .gmf format (famous last words). Scaling seems to be an issue that crops up across all the engines I use. But truthfully it matters not what others scale to, but that the relative scaling used in a scene is consistent for a

Marleys Ghost

Marleys Ghost

Crytek planning to release UDK-like version of CryEngine 3

Last April, I blogged about the news that Crytek might be releasing a free version of the CryEngine, much in the same way that Epic did with UDK and the Unreal 3 engine and also Unity licensing the indie version of their engine as free. Well, it seems that this will happen with CryEngine 3.   According to Crytek co-founder Anvi Yerli, "The barriers for entry will be very low, and perhaps [it will be distributed] for free." Details and a release date for this CryEngine 3 Lite SDK have yet to be

Marleys Ghost

Marleys Ghost

Next.. Ambient NPC population

Working on two principles K.I.S.S. (keep it simple stupid!) and more for less.   I spent a lot of time researching (read playing) certain games that have what I call an ambient NPC population. This is specifically those NPC's that reside in the background and generally have no real or very limited interaction with the player. Two such areas of research <coff> included Assassins Creed and Fable 2. Although both of these games have a far more complex general NPC population than what I am s

Marleys Ghost

Marleys Ghost

A* Pathfinding Using Blitzmax And Leadwerks Engine

Following on from:   On The Right Path, A* Pathfinding In Leadwerks.   The Way Forward ... Making Blitzmax Trax ...   I decided to give the testing a few more hours. First off I wanted to create a new NPC Type which would have its own control flags and most importantly its own path storage buffer.   After a little thinking (a little thinking is what I excel at lol) and a few hours of coding and tweaking, I managed to get 32 new NPC Types all pathfinding their individual way around "Block

Marleys Ghost

Marleys Ghost

The Way Forward ... Making Blitzmax Trax ...

Following on from "On The Right Path, A* Pathfinding In Leadwerks" I thought before I archive the code, I'd have a little "dabble" with a basic function to get an NPC reading the path data and then following it to the "target" I had a couple of ideas on how to do this but as time for playing in leadwerks was running out I opted for a basic idea.   1. Target Position Selected 2. Path from NPC to selection calculated. 3. Path transfered to a temp storage array for that particular NPC 4. An NP

Marleys Ghost

Marleys Ghost

On The Right Path, A* Pathfinding In Leadwerks.

Well, it has been a while since I made a blog entry, let alone done any work in LE. But I do keep an eye on the forum and Leadwerks in between Daily life and working on my project(s).   I have also been going through my Blitzmax code archive, where I stored all my Blitmax/LE projects and code snippets (finished and not completed). One idea I had been playing with before, was basic NPC AI. I had some small success with some Bugs using autonomous logic.   See Here   In my "treasure trove" o

Marleys Ghost

Marleys Ghost

Grunge Bob Square Pants ....

Currently I am taking a small break from actual coding right now, give or take the odd few hours now and then I thought it best to start construction of my testing level, or at least get the main parts of it built as the testing scene/areas are blueprints for a project I have had in mind for a while, basically some nasty persons do some nasty things which in turn brings about a whole lot of nasty and the player is the antidote to nasty in general. Yeah, not much of "game description" but radic

Marleys Ghost

Marleys Ghost

Don't you just hate it when that happens ...

I started out this morning looking to update a test scene that I used for some first person tests I did in C++ after only having the engine for a few weeks and coding in C++ for even less time. Well, that was the plan. I managed to redesign the layout using 3DWS, and threw a few Dexsoft crates and Barrels in. The plan was then to work on textures but as usual after about an hour I had set sail on the good ship "unrelated" for a voyage across the bay of tangents. Don't you just hate it when that

Marleys Ghost

Marleys Ghost

Crytek Planning a Free CryEngine Release? ...

It seems Crytek maybe planning a free CryEngine release.   "The developer behind Crysis 2 and the engine behind it, CryEngine 3, has plans to release a free version of their game engine that will be "up to speed" with CryEngine 3. This should help Crytek to further compete with Epic Games and Unity, both of which offer free versions of their respective game engines, Unreal Engine 3 and Unity. "   http://www.1up.com/do/newsStory?cId=3178763     I suppose it was only a matter of time consid

Marleys Ghost

Marleys Ghost

OOP's I did it again ....

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

Marleys Ghost

Marleys Ghost

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