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Native Code Tutorials


Chris Vossen

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Between the release of LE3 and the GDC, life at Leadwerks has been busy to say the least. Now that things have settled down (a little) it is time for something that I have been looking forward to for a while: Tutorials!

 

At GDC we were constantly talking about the power and flexibility that direct native code programming allows and how users are not locked into only component based programming. But then you look at the example game Darkness Awaits and see only component based programming and just Lua scripts....

 

It's time to right these wrongs.

 

A comprehensive series of tutorials are underway that will teach how to use the many tools of the engine as well as demonstrate the capabilities of direct native code programming.

 

This series is currently in the design phase and I am working with universities to make sure that the tutorials not only teach the engine but also cover key game development topics.

 

Here are a few high level design points for the tutorials:

  • Teach the engine and its tools
  • C++ programming
  • First Person Shooter

As always I'd love to hear suggestions and ideas! I'll keep updates coming as tutorial development ramps up!

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Might I suggest that you not directly launch into the FPS but rather spend some time detailing and expanding on the major elements of the API, with examples. I would prefer comprehensive generic knowledge versus what may become a narrow trajectory.

 

Indeed, marketing on native code coupled with too much focus on Lua sends mixed messages. A coherent presentation would be most appreciated.

 

Also with many features currently missing I do hope that the documentation will not be left incomplete (as those features are being added).

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I'll be looking for those flowgraph tutorials. It doesn't have to be formal, just a "cheat sheet" would be nice, tips and tricks, basic thought process. Most useful things to know and think about. That sort of thing with a few key examples. Just assume that I'm a complete idiot when you make them.

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Don't aim for the stars and choose a scope that is too big ("key game development topics", "C++ programming"). Also have a clear vision of your target group (complete game dev newbie? familiar with some other game engine? LE2 veteran migrating to Leadwerks 3?).

Personally, I would favor (as kennan suggested) tutorials that simply extend the somewhat sparse API docs with examples. If they create a complete demo game in the end - nice. But a stand-alone physics tutorial, for example, that simply deals with falling boxes and the like but covers the relevant API would be as helpful.

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I would also prefer that the tutorials not be scattered across dozens of documents. Easily accessible and downloadable will avoid the problems experienced with the LE2x. Everyone should have the opportunity to download the entire 'course' in one click. PDFs would also be a bonus.

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oops Rastar you are completely correct. When I said:

Here are a few high level design points for the tutorials:

  • Teach the engine and its tools
  • C++ programming
  • First Person Shooter

 

I should have said C++ programming in Leadwerks, ie how to escape (or enhance) component based programming.

 

Kennar- I agree that all the tutorials should be housed in one spot, so you don't have to scrounge around the forums. As for pdf's we'll have to see about that (although I'm pretty sure there are tools or scripts out there to turn webpages into pdf)

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