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Leadwerks Gets Balls

The subject of spheres in 3D World Studio has been one of great levity (see here and here) around the Leadwerks community. I spent today finally implementing a CSG sphere primitive. This is a little different from creating a conventional triangle mesh sphere because each face is a single polygon with either three or four sides. Here's my scratch paper that got me through this process:   I'll spare you the mathematics and get right to the good stuff:   This completes the basic primitiv

Josh

Josh

Developers, Bioware, & Leadwerks: The Sacramento Game Developers Meetup

There is only one word to describe the people of the gaming industry: awesome. Maybe it’s because we work on projects we love, maybe it’s the lack of sleep, it could be the countless hours we’ve spent perfecting our twitch reflexes, but I think the bottom line is we are 1337 (It’s probably because of the robe and wizard hat).   This past weekend members of the Leadwerks team journeyed out to the Sacramento Game Developers Meetup Group http://www.meetup.com/gamedeveloper/ to rub elbows with the

Chris Vossen

Chris Vossen

Mutant Madness - Building placement

Something I have never tried before is working with terrain and placing buildings on top of it. The idea is that you can build everywhere on the map as long as the slopes aren't to steep and there is no building already placed.   The Grid. Although you have the freedom of building a tower where ever you want, the underlying system still works with a grid system. That means that gridpoints can be tagged as "can not build". It also leaves space between buildings which is nice because I don't ha

AggrorJorn

AggrorJorn

Where the Pedal Hits the Metal

UML diagrams, object-oriented frameworks, and beautiful modular architecture are great things to develop, but sometimes you just need to make an application that real people can use. For me, that means you start with the behavior you want, and work backwards to make the code that does it. In the past I've considered fancy object-oriented mouse tool classes, but the style of editing I want is intuitive, easy, and fast, using the fewest number of mouse clicks possible to achieve a task. I think

Josh

Josh

Mobiles, mobs and states

While waiting on fixes for the flight-model and control inputs, putting some game into the game we talked about ranges and how performance measuring was going to work. In addition we wanted to add a little variety which required working mob AI.     So nothing fancy but I managed to rustle up a simple finite state machine FSM to get some tanks and cars running around. Our design uses a group formation system (a group is a number of individual units that share common logic, e.g a tank platoon)

Flexman

Flexman

Leadwerks Software Now Offering Internships

Leadwerks Software is now offering internships through the Center for Entreprenuership at Sacramento State University. Internships are available for programming, 3D art, web development, and marketing.   Programming Internship Assist the development team with tools and core engine design. Work with game development team to create a sample Leadwerks3D game. Gain experience working in a professional software development environment. C++ and Lua experience are a plus but not required.

Admin

Admin

Mutant Madness - Starting up

Tower defense games are my favorite casual games. The last few weeks I have been spending some free time on playing several of them. Steam had a lot of sales recently which gave me no choice but to buy them. Here are a few: Defense Grid: The awakening Orcs must die iBomber: Pacific They are quite addictive and found myself buying a lot of available DLC´s.     Mutant Madness I want to build a simple tower defense game. That means: Build a tower on flat ground Tower shoots o

AggrorJorn

AggrorJorn

Freaky Friday

Everyone's gone for the weekend, and I am still here, so it seems like a good time to stop and say hello to the community, who I have not been communicating with much lately.   We spent some time this week doing some market research, and investigating exactly why Leadwerks is different and unique. After that I feel like I have a much better picture of the game industry as a whole, and of our strategy going forward. That's the "big picture" stuff we CEO's do.   Meanwhile, back on the groun

Josh

Josh

Brushing Up on CSG

I feel like I've resolved the design challenges I was facing in my last blog. A menu item is always checked, specifying what the current object is that will be created when the user clicks on a viewport. There are two types of objects that can be created, brushes and entities. Brushes are constructive solid geometry objects that can be sketched out to quickly design a building. Entities are created at a point in space, and include lights, sounds, and particle emitters. As I have described i

Josh

Josh

Another Design Puzzle

I have the basis of CSG editing written into the engine. It was a bit challenging to figure out just how to structure the Brush class. We have a lightweight ConvexHull entity, which is used for the camera frustum. This is an invisible volume that changes frequently, and is used to test whether objects intersect the camera's field of view. I didn't want to bloat this class with a lot of renderable surfaces, texture coordinates, vertex normals, etc. I initially thought I would derive the Brus

Josh

Josh

Hello Leadwerks World

In the recent weeks Leadwerks has leveled up by joining the Sacramento State University Center for Entrepreneurship (CBA) and after much scanning of the talent tree, Leadwerks has recruited a new intern.   With that, I am proud to introduce myself (the intern) to the Leadwerks Community. My name is Chris Vossen, I am a recent graduate from the University of California: Santa Cruz with a Bachelors of Science in Computer Science: Computer Game Design. During my senior year, five programmers and

Chris Vossen

Chris Vossen

Character Animation Control

This time, I have decided to introduce character animation control. There are several reasons for that. A lot of people asked me to give some example, and at same time, such library will be essential for following AI tutorials, so having said that, I have decided to introduce AI library, so it will be avoided confusion with corresponding command set in AI tutorials. I would like to also make note that all libraries I have released and Im planning to release, are a lite version of fully fledged f

Naughty Alien

Naughty Alien

Mossie concept art

Just a short post since I'm busy being pulled in a dozen different directions; I got roped into helping someone create a short health and safety film, drafting a project proposal, raising finances and even managed to fix a long standing bug in Combat-Helo. Now the sensors, line of sight and all that guff is now WORKING again, Hooray. A quick background on that, an engine update needed to fix some occlusion issues slightly changed the Model hierarchy in a subtle way that changed how actual filen

Flexman

Flexman

Project Manager

The Project Manager lets you manage multiple Leadwerks projects. A project includes assets, scripts, code, code projects for Visual Studio, Xcode, and Eclipse, along with your game's executable. The Project Manager lets you view and switch between your different projects.   Projects can be exported into a .zip file for easy sharing and archiving. You can even have Leadwerks3D scan all source code files and only include the asset files that your game actually uses. (I'm still adding the p

Josh

Josh

Introducing Swords and Skellies

I just uploaded Swords and Skellies to the Asset Store in the Games section.   http://www.leadwerks.com/werkspace/files/file/324-swords-and-skellies/   This game release represents the first milestone in the larger project I have in mind. Creating such a simplistic game serves as a mechanism for advancing understanding of game coding, asset management, and engine usage. That is not to say it was simple. There were quite a few challenges when throwing this together. There were also major

Clackdor

Clackdor

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,

Canardia

Canardia

Even Deeper

Lua's debug hooks are a little funny, because they don't appear to allow line-by-line calling of your own function. The description here is pretty vague: http://pgl.yoyo.org/luai/i/lua_sethook   The line and count hooks look like they might be what I wanted, but the docs have one big caveat: This makes me wonder what the point of these hooks even is. The way I have it set up now, "Step" continues to either the next Debug:Stop() call, or to the next point where a Lua function is called. N

Josh

Josh

Back to Werk

In my last development blog, I wrote about some design problems I faced, and why I wasn't sure how to proceed. I've resolved these issues by building the debugger and game output display close to where they will be most likely to be used, the Script Editor.   I was pleased to find that my Lua debugger code I wrote about a year ago works perfectly. This allows breakpoints, code stepping, and the display of variable values in your game. It works with any Leadwerks3D executable, so you can e

Josh

Josh

US Army presents "Mast Bumping"

I know it's a little late for Valentines Day. Excessive flapping, bumping and separation is discussed in this priceless US Army video from 1980. If only they had "RotorCam ™". The Apache has a fixed rotor, mast bumping isn't an issue but it's all part of helicopter theory.       I've been forced to continue hunting for other employment to deal with a mounting debt crisis. As a result work was put on hold the past two weeks (hence the lack of updates). I apologise for letting my post sli

Flexman

Flexman

Leadwerks Levels Up

Leadwerks has been accepted into the Sacramento State University Center for Entrepreneurship. The mission of the Center for Entrepreneurship in the College of Business Administration (CBA) is to develop and nurture innovative business ideas and to capitalize potential entrepreneurial opportunities, both from CSUS and local entrepreneurship communities.   The Center will provide entrepreneurs with the skills and resources needed to launch a venture and to identify and cultivate solutions to en

Admin

Admin

Mounting Weapons Equipment and Armor

As I have been developing the player editor for Elemental, I have come across a number of unexpected difficulties that were not initially obvious. I had a challenging time figuring out some of these bugs in my code so that I could get it just right. I really wanted the weapons to look like they are being held properly and armour pieces to deformed with the player without clippings like you would expect it to.   There are two main types of mounting that I'm going to cover and one takes much mor

Road Kill Kenny

Road Kill Kenny

On the Naming of Things

The design of the Leadwerks website involves organizing a lot of different kinds of data that are continually growing, including forum posts, blog entries, gallery images, videos, and downloadable files.   All this information was organized in categories, and sub-categories, and in some cases, sub-sub-categories. The depth of categorization made it impossible to follow all the information that was flowing through the site, and users frequently posted in the wrong place. We recently underwent

Josh

Josh

Game Dev Year 2 - On the right path(finding)

Leadwerks It has been quite a while since I have been active on werkspace or with Leadwerks. Still, even after working with severall Engines and Frameworks, I allways come back to Leadwerks. I don't know what it is. The coding? The Visuals? The ease of use? The lighting? Anyway, I had some time of, since homework was fairly quickly finished. Spare time has been scarce so I am glad I can finaly make some time werkspace...   Year 2 Year 2 of Game development is an enormous improvement on the f

AggrorJorn

AggrorJorn

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